Files
Claude-Code-Game-Studios/CCGS Skill Testing Framework/README.md
T
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

170 lines
7.8 KiB
Markdown

# CCGS Skill Testing Framework
Quality assurance infrastructure for the **Claude Code Game Studios** framework.
Tests the skills and agents themselves — not any game built with them.
**This ships as part of the template, and it is meant to.** CCGS is a template
you are expected to customize — edit a skill, add your own, retune an agent. This
folder is how you check that what you changed still holds up: `catalog.yaml`
tracks all 74 skills and 49 agents, `quality-rubric.md` defines per-category
pass/fail metrics, and `templates/` gives you the spec format for anything new
you write. Driven by `/skill-test` and `/skill-improve`.
> **If you remove it, two of the four `/skill-test` modes stop working.**
>
> | Mode | Without this folder |
> |------|---------------------|
> | `/skill-test static` | **Works** — the 7 structural checks read `SKILL.md` only |
> | `/skill-test audit` | **Degrades** — reports that no catalog exists |
> | `/skill-test spec` | **Breaks** — the behavioral specs live here |
> | `/skill-test category` | **Breaks** — reads `quality-rubric.md` from here |
> | `/skill-improve` | **Degrades** — its test-fix-retest loop loses the spec pass |
>
> Earlier revisions of this file called the folder "optional" and said "nothing
> in `.claude/` depends on it." That was wrong — `/skill-test` references this
> directory 16 times and `/skill-improve` once. Removing it is a real trade, not
> a free cleanup, so the table above states the actual cost.
---
## What's in here
```
CCGS Skill Testing Framework/
├── README.md ← you are here
├── CLAUDE.md ← tells Claude how to use this framework
├── catalog.yaml ← master registry: all 74 skills + 49 agents, coverage tracking
├── quality-rubric.md ← category-specific pass/fail metrics for /skill-test category
│
├── skills/ ← behavioral spec files for skills (one per skill)
│ ├── gate/ ← gate category specs
│ ├── review/ ← review category specs
│ ├── authoring/ ← authoring category specs
│ ├── readiness/ ← readiness category specs
│ ├── pipeline/ ← pipeline category specs
│ ├── analysis/ ← analysis category specs
│ ├── team/ ← team category specs
│ ├── sprint/ ← sprint category specs
│ └── utility/ ← utility category specs
│
├── agents/ ← behavioral spec files for agents (one per agent)
│ ├── directors/ ← creative-director, technical-director, producer, art-director
│ ├── leads/ ← lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead
│ ├── specialists/ ← gameplay/engine/network/AI/tools/UI programmers, technical-artist, sound-designer, ux-designer, performance-analyst, prototyper, writer, world-builder
│ ├── engine/ ← engine-specific specialists, split per engine:
│ │ ├── godot/ ← Godot-specific specialists
│ │ ├── unity/ ← Unity-specific specialists
│ │ └── unreal/ ← Unreal-specific specialists
│ ├── operations/ ← devops, release, live-ops, community, analytics, economy, localization
│ └── qa/ ← qa-tester, security-engineer, accessibility-specialist
│
├── templates/ ← spec file templates for writing new specs
│ ├── skill-test-spec.md ← template for skill behavioral specs
│ └── agent-test-spec.md ← template for agent behavioral specs
│
└── results/ ← test run outputs (written by /skill-test spec, gitignored)
```
---
## How to use it
All testing is driven by two skills already in the framework:
### Check structural compliance
```
/skill-test static [skill-name] # Check one skill (7 checks)
/skill-test static all # Check all 74 skills
```
### Run a behavioral spec test
```
/skill-test spec gate-check # Evaluate a skill against its written spec
/skill-test spec design-review
```
### Check against category rubric
```
/skill-test category gate-check # Evaluate one skill against its category metrics
/skill-test category all # Run rubric checks across all categorized skills
```
### See full coverage picture
```
/skill-test audit # Skills + agents: has-spec, last tested, result
```
### Improve a failing skill
```
/skill-improve gate-check # Test → diagnose → propose fix → retest loop
```
---
## Skill categories
| Category | Skills | Key metrics |
|----------|--------|-------------|
| `gate` | gate-check | Review mode read, full/lean/solo director panel, no auto-advance |
| `review` | design-review, architecture-review, review-all-gdds | Read-only, 8-section check, correct verdicts |
| `authoring` | design-system, quick-design, art-bible, create-architecture, … | Section-by-section May-I-write, skeleton-first |
| `readiness` | story-readiness, story-done | Blockers surfaced, director gate in full mode |
| `pipeline` | create-epics, create-stories, dev-story, map-systems, … | Upstream dependency check, handoff path clear |
| `analysis` | consistency-check, balance-check, code-review, tech-debt, … | Read-only report, verdict keyword, no writes |
| `team` | team-combat, team-narrative, team-audio, … | All required agents spawned, blocked surfaced |
| `sprint` | sprint-plan, sprint-status, milestone-review, … | Reads sprint data, status keywords present |
| `utility` | start, adopt, hotfix, localize, setup-engine, … | Passes static checks |
---
## Agent tiers
| Tier (directory) | Agents |
|------|--------|
| `directors` | creative-director, technical-director, producer, art-director |
| `leads` | lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead |
| `specialists` | gameplay-programmer, engine-programmer, network-programmer, ai-programmer, tools-programmer, ui-programmer, ux-designer, technical-artist, sound-designer, performance-analyst, prototyper, writer, world-builder |
| `engine/godot` | godot-specialist, godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist |
| `engine/unity` | unity-specialist, unity-ui-specialist, unity-shader-specialist, unity-dots-specialist, unity-addressables-specialist |
| `engine/unreal` | unreal-specialist, ue-gas-specialist, ue-replication-specialist, ue-umg-specialist, ue-blueprint-specialist |
| `operations` | devops-engineer, release-manager, live-ops-designer, community-manager, analytics-engineer, economy-designer, localization-lead |
| `qa` | qa-tester, security-engineer, accessibility-specialist |
---
## Updating the catalog
`catalog.yaml` tracks test coverage for every skill and agent. After running a test:
- `/skill-test spec [name]` will offer to update `last_spec` and `last_spec_result`
- `/skill-test category [name]` will offer to update `last_category` and `last_category_result`
- `last_static` and `last_static_result` are updated manually or via `/skill-improve`
---
## Writing a new spec
1. Find the spec template at `templates/skill-test-spec.md`
2. Copy it to `skills/[category]/[skill-name].md`
3. Update the `spec:` field in `catalog.yaml` to point to the new file
4. Run `/skill-test spec [skill-name]` to validate it
---
## Removing this framework
This folder has no hooks into the main project. To remove:
```bash
rm -rf "CCGS Skill Testing Framework"
```
The skills `/skill-test` and `/skill-improve` will still function — they'll simply
report that `catalog.yaml` is missing and suggest running `/skill-test audit` to
initialize it.