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`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
26 lines
1.4 KiB
Markdown
26 lines
1.4 KiB
Markdown
> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
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# AD-CONCEPT-VISUAL — Visual Identity Anchor
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Agent: `art-director` | Model tier: Sonnet | Domain: Visual identity, art bible, visual production readiness
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**Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS
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**Context to pass**:
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- Game concept (elevator pitch, core fantasy, unique hook)
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- Full pillar set with names, definitions, and design tests
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- Target platform (if known)
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- Any reference games or visual touchstones mentioned by the user
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**Prompt**:
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> "Based on these game pillars and core concept, propose 2-3 distinct visual identity
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> directions. For each direction provide: (1) a one-line visual rule that could guide
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> all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2)
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> mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric
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> emphasis), (4) color philosophy (palette direction, what colors mean in this world).
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> Be specific — avoid generic descriptions. One direction should directly serve the
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> primary design pillar. Name each direction. Recommend which best serves the stated
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> pillars and explain why."
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**Verdicts**: CONCEPTS (multiple valid options — user selects) / STRONG (one direction clearly dominant) / CONCERNS (pillars don't provide enough direction to differentiate visual identity yet)
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