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* 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>
146 lines
7.6 KiB
Markdown
146 lines
7.6 KiB
Markdown
---
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name: team-audio
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description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
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argument-hint: "[feature or area to design audio for] [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
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model: sonnet
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---
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If no argument is provided, output usage guidance and exit without spawning any agents:
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> Usage: `/team-audio [feature or area]` — specify the feature or area to design audio for (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`). Do not use `AskUserQuestion` here; output the guidance directly.
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When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
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**Decision Points:** At each step transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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The user must approve before moving to the next step.
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## Phase 0: Resolve Review Mode
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1. If `--review [mode]` was passed as an argument, use that mode.
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2. Else read `production/review-mode.txt` — use whatever is written there.
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3. Else default to `lean`.
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Modes:
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- `full` — spawn all director and lead gates as described
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- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
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Store the resolved mode for use in all subsequent phases.
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1. **Read the argument** for the target feature or area (e.g., `combat`,
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`main menu`, `forest biome`, `boss encounter`).
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2. **Gather context**:
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- Read relevant design docs in `design/gdd/` for the feature
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- Read the sound bible at `design/gdd/sound-bible.md` if it exists
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- Read existing audio asset lists in `assets/audio/`
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- Read any existing sound design docs for this area
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## How to Delegate
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Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
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- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
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- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
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- `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine
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- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
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Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
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3. **Orchestrate the audio team** in sequence:
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### Step 1: Audio Direction (audio-director)
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Spawn the `audio-director` agent to:
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- Define the sonic identity for this feature/area
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- Specify the emotional tone and audio palette
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- Set music direction (adaptive layers, stems, transitions)
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- Define audio priorities and mix targets
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- Establish any adaptive audio rules (combat intensity, exploration, tension)
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### Step 2: Sound Design and Audio Accessibility (parallel)
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Spawn the `sound-designer` agent to:
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- Create detailed SFX specifications for every audio event
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- Define sound categories (ambient, UI, gameplay, music, dialogue)
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- Specify per-sound parameters (volume range, pitch variation, attenuation)
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- Plan audio event list with trigger conditions
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- Define mixing groups and ducking rules
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Spawn the `accessibility-specialist` agent in parallel to:
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- Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
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- Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
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- Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
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- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
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- Output: audio accessibility requirements list integrated into the audio event spec
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### Step 3: Technical Implementation (parallel)
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Spawn the `technical-artist` agent to:
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- Design the audio middleware integration (Wwise/FMOD/native)
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- Define audio bus structure and routing
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- Specify memory budgets for audio assets per platform
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- Plan streaming vs preloaded asset strategy
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- Design any audio-reactive visual effects
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Spawn the **primary engine specialist** in parallel (from `.claude/docs/technical-preferences.md` Engine Specialists) to validate the integration approach:
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- Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
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- Any engine-specific audio node/component patterns that should be used?
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- Known audio system changes in the pinned engine version that affect the integration plan?
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- Output: engine audio integration notes to merge with the technical-artist's plan
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If no engine is configured, skip the specialist spawn.
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### Step 4: Code Integration (gameplay-programmer)
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Spawn the `gameplay-programmer` agent to:
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- Implement audio manager system or review existing
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- Wire up audio events to gameplay triggers
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- Implement adaptive music system (if specified)
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- Set up audio occlusion/reverb zones
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- Write unit tests for audio event triggers
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4. **Compile the audio design document** combining all team outputs.
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5. **Save to** `design/audio/audio-[feature].md`.
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Note: If `design/audio/` does not exist, the sub-agent writing the document should create it (the directory will be created automatically when the file is written).
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6. **Output a summary** with: audio event count, estimated asset count,
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implementation tasks, and any open questions between team members.
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Verdict: **COMPLETE** — audio design document produced and team pipeline finished.
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If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
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Verdict: **BLOCKED** — [reason]
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## File Write Protocol
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All file writes (audio design docs, SFX specs, implementation files) are delegated
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to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?"
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protocol. This orchestrator does not write files directly.
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## Next Steps
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- Review the audio design doc with the audio-director before implementation begins.
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- Use `/dev-story` to implement the audio manager and event system once the design is approved.
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- Run `/asset-audit` after audio assets are created to verify naming and format compliance.
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## Error Recovery Protocol
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If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
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1. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
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2. **Assess dependencies**: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
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3. **Offer options** via AskUserQuestion with choices:
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- Skip this agent and note the gap in the final report
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- Retry with narrower scope
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- Stop here and resolve the blocker first
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4. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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