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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
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Claude Opus 5
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<p align="center">
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Turn a single Claude Code session into a full game development studio.
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<br />
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49 agents. 73 skills. One coordinated AI team.
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49 agents. 74 skills. One coordinated AI team.
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</p>
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</p>
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<p align="center">
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="MIT License"></a>
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<a href=".claude/agents"><img src="https://img.shields.io/badge/agents-49-blueviolet" alt="49 Agents"></a>
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<a href=".claude/skills"><img src="https://img.shields.io/badge/skills-73-green" alt="73 Skills"></a>
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<a href=".claude/skills"><img src="https://img.shields.io/badge/skills-74-green" alt="74 Skills"></a>
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<a href=".claude/hooks"><img src="https://img.shields.io/badge/hooks-12-orange" alt="12 Hooks"></a>
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<a href=".claude/rules"><img src="https://img.shields.io/badge/rules-11-red" alt="11 Rules"></a>
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<a href=".claude/rules"><img src="https://img.shields.io/badge/rules-13-red" alt="13 Rules"></a>
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<a href="https://docs.anthropic.com/en/docs/claude-code"><img src="https://img.shields.io/badge/built%20for-Claude%20Code-f5f5f5?logo=anthropic" alt="Built for Claude Code"></a>
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<a href="https://www.buymeacoffee.com/donchitos3"><img src="https://img.shields.io/badge/Buy%20Me%20a%20Coffee-Support%20this%20project-FFDD00?logo=buymeacoffee&logoColor=black" alt="Buy Me a Coffee"></a>
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<a href="https://github.com/sponsors/Donchitos"><img src="https://img.shields.io/badge/GitHub%20Sponsors-Support%20this%20project-ea4aaa?logo=githubsponsors&logoColor=white" alt="GitHub Sponsors"></a>
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@@ -35,7 +35,9 @@ The result: you still make every decision, but now you have a team that asks the
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- [What's Included](#whats-included)
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- [Studio Hierarchy](#studio-hierarchy)
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- [Slash Commands](#slash-commands)
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- [Does it produce games, or documents?](#does-it-produce-games-or-documents)
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- [Getting Started](#getting-started)
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- [Configuration](#configuration)
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- [Upgrading](#upgrading)
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- [Project Structure](#project-structure)
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- [How It Works](#how-it-works)
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@@ -53,25 +55,25 @@ The result: you still make every decision, but now you have a team that asks the
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| Category | Count | Description |
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|----------|-------|-------------|
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| **Agents** | 49 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
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| **Skills** | 73 | Slash commands for every workflow phase (`/start`, `/design-system`, `/create-epics`, `/create-stories`, `/dev-story`, `/story-done`, etc.) |
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| **Skills** | 74 | Slash commands for every workflow phase (`/start`, `/design-system`, `/create-epics`, `/create-stories`, `/dev-story`, `/story-done`, etc.) |
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| **Hooks** | 12 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection |
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| **Rules** | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
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| **Templates** | 41 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
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| **Rules** | 13 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
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| **Templates** | 39 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
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## Studio Hierarchy
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Agents are organized into three tiers, matching how real studios operate:
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```
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Tier 1 — Directors (Opus)
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Tier 1 — Directors
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creative-director technical-director producer
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Tier 2 — Department Leads (Sonnet)
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Tier 2 — Department Leads
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game-designer lead-programmer art-director
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audio-director narrative-director qa-lead
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release-manager localization-lead
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Tier 3 — Specialists (Sonnet/Haiku)
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Tier 3 — Specialists
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gameplay-programmer engine-programmer ai-programmer
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network-programmer tools-programmer ui-programmer
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systems-designer level-designer economy-designer
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@@ -82,6 +84,11 @@ Tier 3 — Specialists (Sonnet/Haiku)
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live-ops-designer community-manager
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```
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Each agent declares a model in its frontmatter: the three directors ask for
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Opus, sixteen specialists name Sonnet or Haiku, and the remaining thirty
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**inherit your session's model**. Treat the tiers as seniority of role, not as
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a billing plan — most of the studio runs on whatever model you are already using.
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### Engine Specialists
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The template includes agent sets for all three major engines. Use the set that matches your project:
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@@ -94,10 +101,10 @@ The template includes agent sets for all three major engines. Use the set that m
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## Slash Commands
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Type `/` in Claude Code to access all 73 skills:
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Type `/` in Claude Code to access all 74 skills:
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**Onboarding & Navigation**
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`/start` `/help` `/project-stage-detect` `/setup-engine` `/adopt`
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`/start` `/help` `/project-stage-detect` `/setup-engine` `/adopt` `/settings`
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**Game Design**
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`/brainstorm` `/map-systems` `/design-system` `/quick-design` `/review-all-gdds` `/propagate-design-change`
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@@ -127,11 +134,40 @@ Type `/` in Claude Code to access all 73 skills:
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`/release-checklist` `/launch-checklist` `/changelog` `/patch-notes` `/hotfix` `/day-one-patch`
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**Creative & Content**
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`/prototype` `/onboard` `/localize`
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`/prototype` `/vertical-slice` `/onboard` `/localize`
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**Team Orchestration** (coordinate multiple agents on a single feature)
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`/team-combat` `/team-narrative` `/team-ui` `/team-release` `/team-polish` `/team-audio` `/team-level` `/team-live-ops` `/team-qa`
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## Does it produce games, or documents?
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A fair question, and the answer is a measurement rather than a sample project.
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Four games were built from one brief at different `modes.rigor` levels and the
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documents each wrote **before its first line of game code** were counted:
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| `modes.rigor` | Docs before first line of game code | Time |
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|---|---:|---:|
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| `minimal` | **1** (the one-page brief) | 0 min |
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| `standard` | 30 | 58 min |
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All of them produced a running, tested game. Two blind reviewers and a human
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playtest then ranked the `standard` build **last** — the extra 29 documents
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bought traceability, not a better game.
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### It runs the game and looks at it
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The measurement above is about cost. The other half is whether the thing works,
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and for a game that means someone has to *look* at it — a passing test says
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nothing about a menu drawn off-screen. So a story that changes anything the
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player sees is not closed until the game has been launched, observed, and a
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screenshot retained in `production/qa/evidence/`. A parse check is not a run.
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This holds at every rigor level, including `minimal`, where automated tests are
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waived but the look is not.
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The games themselves are deliberately **not** shipped here: this is a template
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you clone to start your own project, and somebody else's game in your repo is
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clutter, not evidence.
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## Getting Started
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### Prerequisites
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@@ -163,6 +199,54 @@ All hooks fail gracefully if optional tools are missing — nothing breaks, you
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- `/setup-engine godot 4.6` — configure your engine if you already know
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- `/project-stage-detect` — analyze an existing project
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## Configuration
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`project.yaml` at the repo root is the single source of truth for how the
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studio behaves on your project — engine, naming conventions, and a `modes`
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block that controls how much process every skill enforces. `/start` writes it
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for you; you rarely need to hand-edit it.
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The one question that matters most is **`modes.rigor`** — `minimal`, `standard`,
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or `full`. It's a single front door over six separate knobs (`workflow` —
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which GDD sections are required, `docs.density`, `qa.level`,
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`story_granularity`, `review_mode` — how many director agents review your work,
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and `team.size`), so `/start` asks it once instead of six times:
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- **`minimal`** (default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review. `/start` → `/setup-engine` → `/dev-story` in a handful of steps.
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- **`standard`** — 5 required GDD sections, balanced doc depth, standard QA evidence, lean review.
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- **`full`** — all 8 GDD sections, thorough docs, full QA evidence on every story type, full director review.
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`minimal` is the default because it was measured against the alternatives: the
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heavier tier cost several times more to reach working code, was ranked last on
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play quality, and returned nothing measurable when a fresh developer inherited
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the project. Raise it in one `/settings` call when your project grows — `/help`
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and `/gate-check` will suggest it when they see the signs.
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Two escape hatches keep one setting from being a blunt instrument.
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**`system_overrides`** holds a single system to a higher standard than the rest
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of the project — your combat system gets the full treatment while everything
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else stays light. **`testing.strict`** sets, per test type (logic, integration,
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visual, UI, config), whether missing evidence blocks a story or merely warns.
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Any of the six underlying knobs can still be set individually if you want a mix
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(e.g. `workflow: full` with `docs.density: terse` — comprehensive but compact).
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Two of them — `review_mode` (`full` / `lean` / `solo`) and `team.size` — are
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also **personal**: rigor sets the team-wide default, but you can override them
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per-developer in a gitignored `project.local.yaml` without touching the shared
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config. `modes.automation` (how often the AI pauses to ask before it acts) sits
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outside rigor and is likewise personally overridable.
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View or change any setting with the `/settings` skill:
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```
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/settings # view effective config
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/settings modes.review_mode # view one setting
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/settings modes.rigor=full # write to project.yaml (team-wide)
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/settings --local modes.review_mode=solo # write to project.local.yaml (just you)
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```
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Full schema and per-setting behavior: `.claude/docs/effects-map.md`.
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## Upgrading
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Already using an older version of this template? See [UPGRADING.md](UPGRADING.md)
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@@ -176,14 +260,17 @@ CLAUDE.md # Master configuration
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.claude/
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settings.json # Hooks, permissions, safety rules
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agents/ # 49 agent definitions (markdown + YAML frontmatter)
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skills/ # 73 slash commands (subdirectory per skill)
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hooks/ # 12 hook scripts (bash, cross-platform)
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rules/ # 11 path-scoped coding standards
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skills/ # 74 slash commands (subdirectory per skill)
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hooks/ # 14 scripts (bash) — 12 event hooks, yaml-helper.sh,
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# and one opt-in diagnostic you wire yourself
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rules/ # 13 path-scoped coding standards
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statusline.sh # Status line script (context%, model, stage, epic breadcrumb)
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docs/
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workflow-catalog.yaml # 7-phase pipeline definition (read by /help)
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templates/ # 41 document templates
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src/ # Game source code
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templates/ # 39 document templates (+ per-section guidance)
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src/ # Game source code (Godot). The code root is
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# ENGINE-SPECIFIC: Unity compiles only
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# Assets/, Unreal builds from Source/<Module>/
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assets/ # Art, audio, VFX, shaders, data files
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design/ # GDDs, narrative docs, level designs
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docs/ # Technical documentation and ADRs
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@@ -191,8 +278,26 @@ tests/ # Test suites (unit, integration, performanc
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tools/ # Build and pipeline tools
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prototypes/ # Throwaway prototypes (isolated from src/)
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production/ # Sprint plans, milestones, release tracking
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CCGS Skill Testing Framework/ # QA for the skills and agents themselves — see below
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```
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### Testing your customizations
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CCGS is a template you are meant to edit. `CCGS Skill Testing Framework/` is how
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you check that an edited or newly written skill still holds up — a catalog of all
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74 skills and 49 agents, per-category quality rubrics, behavioral specs, and
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templates for writing specs of your own.
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```
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/skill-test static [name] # structural linter — 7 compliance checks
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/skill-test category [name] # category-specific quality rubric
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/skill-test spec [name] # behavioral spec assertions
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/skill-test audit # coverage report across skills and agents
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/skill-improve [name] # test-fix-retest loop; keeps or reverts on score change
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```
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It tests the *framework*, never your game — game tests live in `tests/`.
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## How It Works
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### Agent Coordination
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@@ -242,7 +347,10 @@ You stay in control. The agents provide structure and expertise, not autonomy.
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### Path-Scoped Rules
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Coding standards are automatically enforced based on file location:
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Coding standards are automatically enforced based on file location. The paths
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below show the Godot code root; on Unity read `src/` as `Assets/`, and on
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Unreal as `Source/<Module>/` — the engine's toolchain fixes that choice, and
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`/setup-engine` resolves it for you.
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| Path | Enforces |
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|------|----------|
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@@ -251,7 +359,10 @@ Coding standards are automatically enforced based on file location:
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| `src/ai/**` | Performance budgets, debuggability, data-driven parameters |
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| `src/networking/**` | Server-authoritative, versioned messages, security |
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| `src/ui/**` | No game state ownership, localization-ready, accessibility |
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| `design/gdd/**` | Required 8 sections, formula format, edge cases |
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| `design/gdd/**` | Required sections per `modes.workflow`, formula format, edge cases |
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| `design/narrative/**` | Lore consistency, character voice, canon levels |
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| `assets/data/**` | JSON validity, naming conventions, schema rules |
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| `assets/shaders/**` | Naming conventions, performance targets, cross-platform rules |
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| `tests/**` | Test naming, coverage requirements, fixture patterns |
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| `prototypes/**` | Relaxed standards, README required, hypothesis documented |
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@@ -275,7 +386,7 @@ This is a **template**, not a locked framework. Everything is meant to be custom
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- **Add rules** — create new path-scoped rules for your project's directory structure
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- **Tune hooks** — adjust validation strictness, add new checks
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- **Pick your engine** — use the Godot, Unity, or Unreal agent set (or none)
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- **Set review intensity** — `full` (all director gates), `lean` (phase gates only), or `solo` (none). Set during `/start` or edit `production/review-mode.txt`. Override per-run with `--review solo` on any skill.
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- **Tune process weight** — `modes.rigor` and its underlying knobs in `project.yaml` (see [Configuration](#configuration)). Override per-run with `--review solo` on any skill.
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## Platform Support
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Reference in New Issue
Block a user