> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not. # CD-PILLARS — Pillar Stress Test Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience **Trigger**: After game pillars and anti-pillars are defined (brainstorm Phase 4, or any time pillars are revised) **Context to pass**: - Full pillar set with names, definitions, and design tests - Anti-pillars list - Core fantasy statement - Unique hook ("Like X, AND ALSO Y") **Prompt**: > "Review these game pillars. Are they falsifiable — could a real design decision > actually fail this pillar? Do they create meaningful tension with each other? Do > they differentiate this game from its closest comparables? Would they help resolve > a design disagreement in practice, or are they too vague to be useful? Return > specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS > [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)." **Verdicts**: APPROVE / CONCERNS / REJECT