Files
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00
..

Collaborative Session Examples

This directory contains realistic, end-to-end session transcripts showing how the Game Studio Agent Architecture works in practice. Each example demonstrates the collaborative workflow where agents ask questions, present options, and wait for user approval rather than autonomously generating content.


Visual Reference

New to the system? Start here: Skill Flow Diagrams — visual maps of all 7 phases and how skills chain together.


📚 Available Examples

CORE WORKFLOW

Skill Flow Diagrams

Type: Visual Reference Complexity: All levels

Full pipeline overview (zero to ship), plus detailed chain diagrams for: design-system, story lifecycle, UX pipeline, and brownfield onboarding. Start here if you want to understand how the pieces fit together.


Session: Authoring a GDD with /design-system

Type: Design (skill-driven) Skill: /design-system Duration: ~60 minutes (14 turns) Complexity: Medium

Scenario: Dev runs /design-system movement after /map-systems produced the systems index. The skill loads context from the game concept and dependency GDDs, runs a technical feasibility pre-check, then guides through all 8 GDD sections one at a time — drafting, approving, and writing each section to disk before moving to the next.

Key Moments:

  • Technical feasibility pre-check flags Jolt physics default change (Godot 4.6)
  • Incremental writing: each section on disk immediately after approval
  • Session crash during section 5 → agent resumes from first empty section
  • Dependency signals (stamina, inventory) surfaced during the Dependencies section
  • Ends with explicit handoff: "run /design-review before the next system"

Learn:

  • How /design-system is different from asking an agent to "write a GDD"
  • How the section-by-section cycle prevents 30k-token context bloat
  • How incremental file writing survives session crashes
  • How the skill surfaces downstream dependency contracts

Session: Full Story Lifecycle

Type: Full Workflow Skills: /story-readiness → implementation → /story-done Duration: ~50 minutes (13 turns) Complexity: Medium

Scenario: Dev picks up a story from the sprint backlog. /story-readiness catches a roll-direction ambiguity before any code is written. After implementation, /story-done verifies 9 acceptance criteria, identifies 2 deferred criteria (inventory not integrated yet), and closes the story with notes.

Key Moments:

  • /story-readiness catches spec ambiguity in Turn 2 — resolved before implementation starts
  • ADR status check: story would be BLOCKED if ADR was still Proposed
  • Manifest version check: confirms story's guidance hasn't drifted from current architecture
  • Deferred criteria tracked (not lost) when integration not yet possible
  • sprint-status.yaml updated at story close, next ready story surfaced automatically

Learn:

  • Why /story-readiness prevents late-implementation ambiguity
  • How deferred criteria work (COMPLETE WITH NOTES vs. BLOCKED)
  • How TR-ID references prevent false deviation flags
  • The full loop from backlog → implemented → closed

Session: Gate Check and Phase Transition

Type: Phase Gate Skill: /gate-check Duration: ~20 minutes (7 turns) Complexity: Low

Scenario: Dev completes the Systems Design phase and runs /gate-check to advance. The gate finds all 6 MVP GDDs complete, cross-review passed with one low-severity concern. Gate passes, stage.txt updated, and the agent provides a specific ordered checklist for Technical Setup.

Key Moments:

  • Gate validates artifact presence AND internal completeness (8 sections per GDD)
  • CONCERNS ≠ FAIL: low-severity cross-review note passes the gate
  • stage.txt update changes what /help, /sprint-status, and all skills see going forward
  • Agent surfaces the cross-review concern as a concrete ADR to write next
  • Next phase checklist is specific and ordered, not generic

Learn:

  • What a gate check actually validates (not just "do files exist?")
  • How PASS/CONCERNS/FAIL verdicts work
  • Why stage.txt is the authority for phase tracking
  • What changes after a phase transition

Session: UX Pipeline — /ux-design → /ux-review → /team-ui

Type: UX Design Pipeline Skills: /ux-design, /ux-review, /team-ui Duration: ~90 minutes (16 turns) Complexity: Medium-High

Scenario: Dev designs the HUD and inventory screen. /ux-design reads the player journey and GDDs to ground decisions in player emotional state. /ux-review catches a blocking accessibility gap (no keyboard alternative to drag-drop) and an advisory colorblind issue. After fixes, /team-ui accepts the handoff.

Key Moments:

  • HUD philosophy choice (diegetic vs. persistent vs. tactical) grounded in survival genre conventions
  • /ux-review distinguishes BLOCKING (stops handoff) vs. ADVISORY (can fix in visual pass)
  • Accessibility caught before implementation, not during QA
  • Keyboard alternative added in one turn; review re-runs and passes
  • /team-ui checks for a passing /ux-review before starting visual design

Learn:

  • How /ux-design uses player journey context to ground UI decisions
  • What /ux-review actually checks (not just "does a spec exist?")
  • The difference between HUD doc (design/ux/hud.md) and per-screen specs
  • How accessibility issues are handled at design time vs. implementation time

Session: Brownfield Onboarding with /adopt

Type: Brownfield Adoption Skill: /adopt Duration: ~30 minutes (8 turns) Complexity: Low-Medium

Scenario: Dev has 3 months of existing code and rough design notes but nothing in the right format. /adopt audits format compliance (not just file existence), classifies 4 gaps by severity, builds an ordered 7-step migration plan, and immediately fixes the BLOCKING gap (missing systems index) by inferring it from the codebase.

Key Moments:

  • FORMAT audit distinguishes "file exists" from "file has required internal structure"
  • BLOCKING gap identified: missing systems index prevents 4+ skills from running
  • Migration plan is ordered: blocking gaps first, then high, then medium
  • Systems index bootstrapped from code structure — brownfield code contains the answer
  • Retrofit mode vs. new authoring: /design-system retrofit fills gaps without overwriting

Learn:

  • The difference between /adopt and /project-stage-detect
  • How format compliance is checked (section detection, not just file presence)
  • How brownfield projects can onboard without losing existing work
  • When to use retrofit mode vs. full authoring

FOUNDATIONAL EXAMPLES

Session: Designing the Crafting System

Type: Design Agent: game-designer Duration: ~45 minutes (12 turns) Complexity: Medium

Scenario: Solo dev needs to design a crafting system that serves Pillar 2 ("Emergent Discovery Through Experimentation"). The agent guides them through question/answer, presents 3 design options with game theory analysis, incorporates user modifications, and iteratively drafts the GDD with approval at each step.

Key Collaborative Moments:

  • Agent asks 5 clarifying questions upfront
  • Presents 3 distinct options with pros/cons + MDA alignment
  • User modifies recommended option, agent incorporates immediately
  • Edge case flagged proactively ("what if non-recipe combo?")
  • Each GDD section shown for approval before moving to next
  • Explicit "May I write to [file]?" before creating file

Learn:

  • How design agents ask about goals, constraints, references
  • How to present options using game design theory (MDA, SDT, Bartle)
  • How to iterate on drafts section-by-section
  • When to delegate to specialists (systems-designer, economy-designer)

Session: Implementing Combat Damage Calculation

Type: Implementation Agent: gameplay-programmer Duration: ~30 minutes (10 turns) Complexity: Low-Medium

Scenario: User has a complete design doc and wants the damage calculation implemented. Agent reads the spec, identifies 7 ambiguities/gaps, asks clarifying questions, proposes architecture for approval, implements with rule enforcement, and proactively writes tests.

Key Collaborative Moments:

  • Agent reads design doc first, identifies 7 spec ambiguities
  • Architecture proposed with code samples BEFORE implementation
  • User requests type safety, agent refines and re-proposes
  • Rules catch issues (hardcoded values), agent fixes transparently
  • Tests written proactively following verification-driven development
  • Agent offers options for next steps rather than assuming

Learn:

  • How implementation agents clarify specs before coding
  • How to propose architecture with code samples for approval
  • How rules enforce standards automatically
  • How to handle spec gaps (ask, don't assume)
  • Verification-driven development (tests prove it works)

Session: Scope Crisis - Strategic Decision Making

Type: Strategic Decision Agent: creative-director Duration: ~25 minutes (8 turns) Complexity: High

Scenario: Solo dev faces crisis: Alpha milestone in 2 weeks, crafting system needs 3 weeks, investor demo is make-or-break. Creative director gathers context, frames the decision, presents 3 strategic options with honest trade-off analysis, makes recommendation but defers to user, then documents decision with ADR and demo script.

Key Collaborative Moments:

  • Agent reads context docs before proposing solutions
  • Asks 5 questions to understand decision constraints
  • Frames decision properly (what's at stake, evaluation criteria)
  • Presents 3 options with risk analysis and historical precedent
  • Makes strong recommendation but explicitly: "this is your call"
  • Documents decision + provides demo script to support user

Learn:

  • How leadership agents frame strategic decisions
  • How to present options with trade-off analysis
  • How to use game dev precedent and theory in recommendations
  • How to document decisions (ADRs)
  • How to cascade decisions to affected departments

Reverse Documentation Workflow

Type: Brownfield Documentation Agent: game-designer Duration: ~20 minutes Complexity: Low

Scenario: Developer built a skill tree system but never wrote a design doc. Agent reads the code, infers the design intent, asks clarifying questions about ambiguous decisions, and produces a retroactive GDD.


🎯 What These Examples Demonstrate

All examples follow the collaborative workflow pattern:

Question → Options → Decision → Draft → Approval

Note: These examples show the collaborative pattern as conversational text. In practice, agents now use the AskUserQuestion tool at decision points to present structured option pickers (with labels, descriptions, and multi-select). The pattern is Explain → Capture: agents explain their analysis in conversation first, then present a structured UI picker for the user's decision.

Collaborative Behaviors Shown:

  1. Agents Ask Before Assuming

    • Design agents ask about goals, constraints, references
    • Implementation agents clarify spec ambiguities
    • Leadership agents gather full context before recommending
  2. Agents Present Options, Not Dictates

    • 2-4 options with pros/cons
    • Reasoning based on theory, precedent, project pillars
    • Recommendation made, but user decides
  3. Agents Show Work Before Finalizing

    • Design drafts shown section-by-section
    • Architecture proposals shown before implementation
    • Strategic analysis presented before decisions
  4. Agents Get Approval Before Writing Files

    • Explicit "May I write to [file]?" before using Write/Edit tools
    • Multi-file changes list all affected files first
    • User says "Yes" before any file is created
  5. Agents Iterate on Feedback

    • User modifications incorporated immediately
    • No defensiveness when user changes recommendations
    • Celebrate when user improves agent's suggestion

📖 How to Use These Examples

For New Users:

Read these examples BEFORE your first session. They show realistic expectations for how agents work:

  • Agents are consultants, not autonomous executors
  • You make all creative/strategic decisions
  • Agents provide expert guidance and options

For Understanding Specific Workflows:

  • New to the system? → Read skill-flow-diagrams.md first
  • Running /design-system for the first time? → Read session-design-system-skill.md
  • Picking up a story? → Read session-story-lifecycle.md
  • Finishing a phase? → Read session-gate-check-phase-transition.md
  • Starting UI work? → Read session-ux-pipeline.md
  • Have an existing project? → Read session-adopt-brownfield.md
  • Designing a system (agent-driven)? → Read session-design-crafting-system.md
  • Implementing code? → Read session-implement-combat-damage.md
  • Making strategic decisions? → Read session-scope-crisis-decision.md

For Training:

If you're teaching someone to use this system, walk through one example turn-by-turn to show:

  • What good questions look like
  • How to evaluate presented options
  • When to approve vs. request changes
  • How to maintain creative control while leveraging AI expertise

🔍 Common Patterns Across All Examples

Turn 1-2: Understand Before Acting

  • Agent reads context (design docs, specs, constraints)
  • Agent asks clarifying questions
  • No assumptions or guesses

Turn 3-5: Present Options with Reasoning

  • 2-4 distinct approaches
  • Pros/cons for each
  • Theory/precedent supporting the analysis
  • Recommendation made, decision deferred to user

Turn 6-8: Iterate on Drafts

  • Show work incrementally
  • Incorporate feedback immediately
  • Flag edge cases or ambiguities proactively

Turn 9-10: Approval and Completion

  • "May I write to [file]?"
  • User: "Yes"
  • Agent writes files
  • Agent offers next steps (tests, review, integration)

🚀 Try It Yourself

After reading these examples, try this exercise:

  1. Pick one of your game systems (combat, inventory, progression, etc.)
  2. Ask the relevant agent to design or implement it
  3. Notice if the agent:
    • Asks clarifying questions upfront
    • Presents options with reasoning
    • Shows drafts before finalizing
    • Requests approval before writing files

If the agent skips any of these, remind it:

"Please follow the collaborative protocol from docs/COLLABORATIVE-DESIGN-PRINCIPLE.md"


📝 Additional Resources