> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not. # CD-SYSTEMS — Systems Decomposition Vision Check Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience **Trigger**: After the systems index is written by `/map-systems` — validates the complete system set before GDD authoring begins **Context to pass**: - Systems index path (`design/gdd/systems-index.md`) - Game pillars and core fantasy (from `design/gdd/game-concept.md`; if there is no `design/gdd/game-concept.md`, the pitch and "what they feel" line of `design/game-brief.md`, which has no pillars) - Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision) - Any high-risk or bottleneck systems identified in the dependency map **Prompt**: > "Review this systems decomposition against the game's design pillars. Does the > full set of MVP-tier systems collectively deliver the core fantasy? Are there > systems whose mechanics don't serve any stated pillar — indicating they may be > scope creep? Are there pillar-critical player experiences that have no system > assigned to deliver them? Are any systems missing that the core loop requires? > Return APPROVE (systems serve the vision), CONCERNS [specific gaps or > misalignments with their pillar implications], or REJECT [fundamental gaps — > the decomposition misses critical design intent and must be revised before GDD > authoring begins]." **Verdicts**: APPROVE / CONCERNS / REJECT