Files
Claude-Code-Game-Studios/.claude/docs/director-gates/ql-story-ready.md
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DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`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
2026-09-23 12:25:11 +10:00

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Markdown

> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
# QL-STORY-READY — QA Lead Story Readiness Check
Agent: `qa-lead` | Model tier: Sonnet (Tier 2 lead — invoked when a domain specialist's feasibility sign-off is needed)
**Trigger**: Before a story is accepted into a sprint — invoked by `/create-stories`,
`/story-readiness`, and `/sprint-plan` during story selection
**Context to pass**:
- Story file path
- Story type (Logic / Integration / Visual/Feel / UI / Config/Data)
- Acceptance criteria list (verbatim from the story)
- The GDD requirement (TR-ID and text) the story covers
**Prompt**:
> "Review this story's acceptance criteria for testability before it enters the
> sprint. Are all criteria specific enough that a developer would know unambiguously
> when they are done? For Logic-type stories: can every criterion be verified with
> an automated test? For Integration stories: is each criterion observable in a
> controlled test environment? Flag criteria that are too vague to implement
> against, and flag criteria that require a full game build to test (mark these
> DEFERRED, not BLOCKED). Return ADEQUATE (criteria are implementable as written),
> GAPS [specific criteria needing refinement], or INADEQUATE [criteria are too
> vague — story must be revised before sprint inclusion]."
**Verdicts**: ADEQUATE / GAPS / INADEQUATE