## New Skills (9) - /quick-design: lightweight spec path for small changes (bypasses full GDD pipeline) - /story-readiness: validates stories are implementation-ready before pickup - /story-done: end-of-story completion review (criteria verification, deviation check, status update) - /sprint-status: fast 30-line sprint snapshot, read-only - /ux-design: guided section-by-section UX spec authoring (screen/flow/HUD/patterns) - /ux-review: UX spec validation with APPROVED/NEEDS REVISION/MAJOR REVISION verdict - /architecture-review, /create-architecture, /create-control-manifest, /create-epics-stories, /propagate-design-change, /review-all-gdds (pipeline completion) ## New Templates (7) - player-journey.md: 6-phase emotional arc, critical moments, retention hooks - difficulty-curve.md: difficulty axes, onboarding ramp, cross-system interactions - ux-spec.md: per-screen UX spec with states, interaction map, data requirements, events - hud-design.md: whole-game HUD with philosophy, info architecture, element specs - accessibility-requirements.md: project-wide accessibility tier commitment and audit - interaction-pattern-library.md: 26 standard + game-specific patterns with full state specs - architecture-traceability.md: GDD requirements to ADR coverage matrix ## Updated Skills & Templates - gate-check: Vertical Slice hard gate, playtesting strengthened, UX artifacts required - team-ui: full UX pipeline integration (/ux-design + /ux-review + accessibility-specialist) - game-design-document: Game Feel section (input latency, animation frames, impact moments) - implementation-agent-protocol: /story-done as explicit final step of every story - architecture-decision, design-system: pipeline completion updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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name, description, argument-hint, user-invocable, allowed-tools
| name | description | argument-hint | user-invocable | allowed-tools |
|---|---|---|---|---|
| gate-check | Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. | [target-phase: systems-design | technical-setup | pre-production | production | polish | release] | true | Read, Glob, Grep, Bash, Write |
Phase Gate Validation
This skill validates whether the project is ready to advance to the next development phase. It checks for required artifacts, quality standards, and blockers.
Distinct from /project-stage-detect: That skill is diagnostic ("where are we?").
This skill is prescriptive ("are we ready to advance?" with a formal verdict).
Production Stages (7)
The project progresses through these stages:
- Concept — Brainstorming, game concept document
- Systems Design — Mapping systems, writing GDDs
- Technical Setup — Engine config, architecture decisions
- Pre-Production — Prototyping, vertical slice validation
- Production — Feature development (Epic/Feature/Task tracking active)
- Polish — Performance, playtesting, bug fixing
- Release — Launch prep, certification
When a gate passes, write the new stage name to production/stage.txt
(single line, e.g. Production). This updates the status line immediately.
1. Parse Arguments
- With argument:
/gate-check production— validate readiness for that specific phase - No argument: Auto-detect current stage using the same heuristics as
/project-stage-detect, then validate the NEXT phase transition
2. Phase Gate Definitions
Gate: Concept → Systems Design
Required Artifacts:
design/gdd/game-concept.mdexists and has content- Game pillars defined (in concept doc or
design/gdd/game-pillars.md)
Quality Checks:
- Game concept has been reviewed (
/design-reviewverdict not MAJOR REVISION NEEDED) - Core loop is described and understood
- Target audience is identified
Gate: Systems Design → Technical Setup
Required Artifacts:
- Systems index exists at
design/gdd/systems-index.mdwith at least MVP systems enumerated - All MVP-tier GDDs exist in
design/gdd/and individually pass/design-review - A cross-GDD review report exists in
design/gdd/(from/review-all-gdds)
Quality Checks:
- All MVP GDDs pass individual design review (8 required sections, no MAJOR REVISION NEEDED verdict)
/review-all-gddsverdict is not FAIL (cross-GDD consistency and design theory checks pass)- All cross-GDD consistency issues flagged by
/review-all-gddsare resolved or explicitly accepted - System dependencies are mapped in the systems index and are bidirectionally consistent
- MVP priority tier is defined
- No stale GDD references flagged (older GDDs updated to reflect decisions made in later GDDs)
Gate: Technical Setup → Pre-Production
Required Artifacts:
- Engine chosen (CLAUDE.md Technology Stack is not
[CHOOSE]) - Technical preferences configured (
.claude/docs/technical-preferences.mdpopulated) - At least 3 Architecture Decision Records in
docs/architecture/covering Foundation-layer systems (scene management, event architecture, save/load) - Engine reference docs exist in
docs/engine-reference/[engine]/ - Master architecture document exists at
docs/architecture/architecture.md - Architecture traceability index exists at
docs/architecture/architecture-traceability.md /architecture-reviewhas been run (a review report file exists indocs/architecture/)design/accessibility-requirements.mdexists with accessibility tier committeddesign/ux/interaction-patterns.mdexists (pattern library initialized, even if minimal)
Quality Checks:
- Architecture decisions cover core systems (rendering, input, state management)
- Technical preferences have naming conventions and performance budgets set
- Accessibility tier is defined and documented (even "Basic" is acceptable — undefined is not)
- At least one screen's UX spec started (often the main menu or core HUD is designed during Technical Setup)
- All ADRs have an Engine Compatibility section with engine version stamped
- All ADRs have a GDD Requirements Addressed section with explicit GDD linkage
- No ADR references APIs listed in
docs/engine-reference/[engine]/deprecated-apis.md - All HIGH RISK engine domains (per VERSION.md) have been explicitly addressed in the architecture document or flagged as open questions
- Architecture traceability matrix has zero Foundation layer gaps (all Foundation requirements must have ADR coverage before Pre-Production)
Engine Validation (read docs/engine-reference/[engine]/VERSION.md first):
- ADRs that touch post-cutoff engine APIs are flagged with Knowledge Risk: HIGH/MEDIUM
/architecture-reviewengine audit shows no deprecated API usage- All ADRs agree on the same engine version (no stale version references)
Gate: Pre-Production → Production
Required Artifacts:
- At least 1 prototype in
prototypes/with a README - First sprint plan exists in
production/sprints/ - All MVP-tier GDDs from systems index are complete
- Master architecture document exists at
docs/architecture/architecture.md - At least 3 ADRs covering Foundation-layer decisions exist in
docs/architecture/ - Control manifest exists at
docs/architecture/control-manifest.md(generated by/create-control-manifestfrom Accepted ADRs) - Epics and stories defined in
production/epics/with at least Foundation and Core layer epics present (use/create-epics-stories layer: foundationand/create-epics-stories layer: coreto create them) - Vertical Slice build exists and is playable (not just scope-defined)
- Vertical Slice has been playtested with at least 3 sessions (internal OK)
- Vertical Slice playtest report exists at
production/playtests/or equivalent - UX specs exist for key screens: main menu, core gameplay HUD (at
design/ux/), pause menu - HUD design document exists at
design/ux/hud.md(if game has in-game HUD) - All key screen UX specs have passed
/ux-review(verdict APPROVED or NEEDS REVISION accepted)
Quality Checks:
- Core loop fun is validated — playtest data confirms the central mechanic is enjoyable, not just functional. Explicitly check the Vertical Slice playtest report.
- UX specs cover all UI Requirements sections from MVP-tier GDDs
- Interaction pattern library documents patterns used in key screens
- Accessibility tier from
design/accessibility-requirements.mdis addressed in all key screen UX specs - Sprint plan references real story file paths from
production/epics/(not just GDDs — stories must embed GDD req ID + ADR reference) - Vertical Slice is COMPLETE, not just scoped — the build demonstrates the full core loop end-to-end. At least one complete [start → challenge → resolution] cycle works.
- Architecture document has no unresolved open questions in Foundation or Core layers
- All ADRs have Engine Compatibility sections stamped with the engine version
- All ADRs have ADR Dependencies sections (even if all fields are "None")
/bmad-bmm-check-implementation-readinesshas been run or equivalent manual validation confirms GDDs + architecture + epics are coherent- Core fantasy is delivered — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted).
Vertical Slice Validation (FAIL if any item is NO):
- A human has played through the core loop without developer guidance
- The game communicates what to do within the first 2 minutes of play
- No critical "fun blocker" bugs exist in the Vertical Slice build
- The core mechanic feels good to interact with (this is a subjective check — ask the user)
Note
: If any Vertical Slice Validation item is FAIL, the verdict is automatically FAIL regardless of other checks. Advancing without a validated Vertical Slice is the #1 cause of production failure in game development (per GDC postmortem data from 155 projects).
Gate: Production → Polish
Required Artifacts:
src/has active code organized into subsystems- All core mechanics from GDD are implemented (cross-reference
design/gdd/withsrc/) - Main gameplay path is playable end-to-end
- Test files exist in
tests/ - At least 3 distinct playtest sessions documented in
production/playtests/ - Playtest reports cover: new player experience, mid-game systems, and difficulty curve
- Fun hypothesis from Game Concept has been explicitly validated or revised
Quality Checks:
- Tests are passing (run test suite via Bash)
- No critical/blocker bugs in any bug tracker or known issues
- Core loop plays as designed (compare to GDD acceptance criteria)
- Performance is within budget (check technical-preferences.md targets)
- Playtest findings have been reviewed and critical fun issues addressed (not just documented)
- No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why
- Difficulty curve matches the Difficulty Curve design doc (if one exists at
design/difficulty-curve.md) - All implemented screens have corresponding UX specs (no "designed in-code" screens)
- Interaction pattern library is up-to-date with all patterns used in implementation
- Accessibility compliance verified against committed tier in
design/accessibility-requirements.md
Gate: Polish → Release
Required Artifacts:
- All features from milestone plan are implemented
- Content is complete (all levels, assets, dialogue referenced in design docs exist)
- Localization strings are externalized (no hardcoded player-facing text in
src/) - QA test plan exists
- Balance data has been reviewed (
/balance-checkrun) - Release checklist completed (
/release-checklistor/launch-checklistrun) - Store metadata prepared (if applicable)
- Changelog / patch notes drafted
Quality Checks:
- Full QA pass signed off by
qa-lead - All tests passing
- Performance targets met across all target platforms
- No known critical, high, or medium-severity bugs
- Accessibility basics covered (remapping, text scaling if applicable)
- Localization verified for all target languages
- Legal requirements met (EULA, privacy policy, age ratings if applicable)
- Build compiles and packages cleanly
3. Run the Gate Check
For each item in the target gate:
Artifact Checks
- Use
GlobandReadto verify files exist and have meaningful content - Don't just check existence — verify the file has real content (not just a template header)
- For code checks, verify directory structure and file counts
Quality Checks
- For test checks: Run the test suite via
Bashif a test runner is configured - For design review checks:
Readthe GDD and check for the 8 required sections - For performance checks:
Readtechnical-preferences.md and compare against any profiling data intests/performance/or recent/perf-profileoutput - For localization checks:
Grepfor hardcoded strings insrc/
Cross-Reference Checks
- Compare
design/gdd/documents againstsrc/implementations - Check that every system referenced in architecture docs has corresponding code
- Verify sprint plans reference real work items
4. Collaborative Assessment
For items that can't be automatically verified, ask the user:
- "I can't automatically verify that the core loop plays well. Has it been playtested?"
- "No playtest report found. Has informal testing been done?"
- "Performance profiling data isn't available. Would you like to run
/perf-profile?"
Never assume PASS for unverifiable items. Mark them as MANUAL CHECK NEEDED.
5. Output the Verdict
## Gate Check: [Current Phase] → [Target Phase]
**Date**: [date]
**Checked by**: gate-check skill
### Required Artifacts: [X/Y present]
- [x] design/gdd/game-concept.md — exists, 2.4KB
- [ ] docs/architecture/ — MISSING (no ADRs found)
- [x] production/sprints/ — exists, 1 sprint plan
### Quality Checks: [X/Y passing]
- [x] GDD has 8/8 required sections
- [ ] Tests — FAILED (3 failures in tests/unit/)
- [?] Core loop playtested — MANUAL CHECK NEEDED
### Blockers
1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
covering core system architecture before entering production.
2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.
### Recommendations
- [Priority actions to resolve blockers]
- [Optional improvements that aren't blocking]
### Verdict: [PASS / CONCERNS / FAIL]
- **PASS**: All required artifacts present, all quality checks passing
- **CONCERNS**: Minor gaps exist but can be addressed during the next phase
- **FAIL**: Critical blockers must be resolved before advancing
6. Update Stage on PASS
When the verdict is PASS and the user confirms they want to advance:
- Write the new stage name to
production/stage.txt(single line, no trailing newline) - This immediately updates the status line for all future sessions
Example: if passing the "Pre-Production → Production" gate:
echo -n "Production" > production/stage.txt
Always ask before writing: "Gate passed. May I update production/stage.txt to 'Production'?"
7. Follow-Up Actions
Based on the verdict, suggest specific next steps:
- No game concept? →
/brainstormto create one - No systems index? →
/map-systemsto decompose the concept into systems - Missing design docs? →
/reverse-documentor delegate togame-designer - Small design change needed? →
/quick-designfor changes under ~4 hours (bypasses full GDD pipeline) - No UX specs? →
/ux-design [screen name]to author specs, or/team-ui [feature]for full pipeline - UX specs not reviewed? →
/ux-review [file]or/ux-review allto validate - No accessibility requirements doc? → create
design/accessibility-requirements.mdusing the accessibility-requirements template - No interaction pattern library? →
/ux-design patternsto initialize it - GDDs not cross-reviewed? →
/review-all-gdds(run after all MVP GDDs are individually approved) - Cross-GDD consistency issues? → fix flagged GDDs, then re-run
/review-all-gdds - Missing ADRs? →
/architecture-decisionfor individual decisions - No master architecture doc? →
/create-architecturefor the full blueprint - ADRs missing engine compatibility sections? → Re-run
/architecture-decisionor manually add Engine Compatibility sections to existing ADRs - Missing control manifest? →
/create-control-manifest(requires Accepted ADRs) - Missing epics/stories? →
/create-epics-stories all(requires control manifest) - Stories not implementation-ready? →
/story-readinessto validate stories before developers pick them up - Tests failing? → delegate to
lead-programmerorqa-tester - No playtest data? →
/playtest-report - Less than 3 playtest sessions? → Run more playtests before advancing. Use
/playtest-reportto structure findings. - No Difficulty Curve doc? → Consider creating one at
design/difficulty-curve.mdbefore polish - No player journey document? → create
design/player-journey.mdusing the player journey template - Need a quick sprint check? →
/sprint-statusfor current sprint progress snapshot - Performance unknown? →
/perf-profile - Not localized? →
/localize - Ready for release? →
/launch-checklist
Collaborative Protocol
This skill follows the collaborative design principle:
- Scan first: Check all artifacts and quality gates
- Ask about unknowns: Don't assume PASS for things you can't verify
- Present findings: Show the full checklist with status
- User decides: The verdict is a recommendation — the user makes the final call
- Get approval: "May I write this gate check report to production/gate-checks/?"
Never block a user from advancing — the verdict is advisory. Document the risks and let the user decide whether to proceed despite concerns.