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Creates .claude/docs/director-gates.md as a central registry of 18 named gate prompts (CD-*, TD-*, PR-*, LP-*, QL-*, ND-*, AD-*) covering all 7 production stages. Skills now reference gate IDs instead of embedding inline director prompts, eliminating drift when prompts need updating. Updated 15 skills to use gate IDs: brainstorm, map-systems, design-system, architecture-decision, create-architecture, create-epics, create-stories, sprint-plan, milestone-review, playtest-report, prototype, story-done, gate-check, setup-engine, start. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
673 lines
26 KiB
Markdown
673 lines
26 KiB
Markdown
# Director Gates — Shared Review Pattern
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This document defines the standard gate prompts for all director and lead reviews
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across every workflow stage. Skills reference gate IDs from this document instead
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of embedding full prompts inline — eliminating drift when prompts need updating.
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**Scope**: All 7 production stages (Concept → Release), all 3 Tier 1 directors,
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all key Tier 2 leads. Any skill, team orchestrator, or workflow may invoke these gates.
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---
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## How to Use This Document
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In any skill, replace an inline director prompt with a reference:
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```
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Spawn `creative-director` via Task using gate **CD-PILLARS** from
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`.claude/docs/director-gates.md`.
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```
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Pass the context listed under that gate's **Context to pass** field, then handle
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the verdict using the **Verdict handling** rules below.
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---
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## Invocation Pattern (copy into any skill)
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```
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Spawn `[agent-name]` via Task:
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- Gate: [GATE-ID] (see .claude/docs/director-gates.md)
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- Context: [fields listed under that gate]
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- Await the verdict before proceeding.
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```
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For parallel spawning (multiple directors at the same gate point):
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```
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Spawn all [N] agents simultaneously via Task — issue all Task calls before
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waiting for any result. Collect all verdicts before proceeding.
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```
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---
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## Standard Verdict Format
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All gates return one of three verdicts. Skills must handle all three:
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| Verdict | Meaning | Default action |
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|---------|---------|----------------|
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| **APPROVE / READY** | No issues. Proceed. | Continue the workflow |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via `AskUserQuestion` — options: `Revise flagged items` / `Accept and proceed` / `Discuss further` |
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| **REJECT / NOT READY [blockers]** | Blocking issues. Do not proceed. | Surface blockers to user. Do not write files or advance stage until resolved. |
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**Escalation rule**: When multiple directors are spawned in parallel, apply the
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strictest verdict — one NOT READY overrides all READY verdicts.
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---
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## Recording Gate Outcomes
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After a gate resolves, record the verdict in the relevant document's status header:
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```markdown
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> **[Director] Review ([GATE-ID])**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]
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```
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For phase gates, record in `docs/architecture/architecture.md` or
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`production/session-state/active.md` as appropriate.
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---
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## Tier 1 — Creative Director Gates
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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---
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### CD-PILLARS — Pillar Stress Test
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**Trigger**: After game pillars and anti-pillars are defined (brainstorm Phase 4,
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or any time pillars are revised)
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**Context to pass**:
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- Full pillar set with names, definitions, and design tests
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- Anti-pillars list
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- Core fantasy statement
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- Unique hook ("Like X, AND ALSO Y")
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**Prompt**:
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> "Review these game pillars. Are they falsifiable — could a real design decision
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> actually fail this pillar? Do they create meaningful tension with each other? Do
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> they differentiate this game from its closest comparables? Would they help resolve
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> a design disagreement in practice, or are they too vague to be useful? Return
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> specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-GDD-ALIGN — GDD Pillar Alignment Check
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**Trigger**: After a system GDD is authored (design-system, quick-design, or any
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workflow that produces a GDD)
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**Context to pass**:
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- GDD file path
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- Game pillars (from `design/gdd/game-concept.md` or `design/gdd/game-pillars.md`)
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- MDA aesthetics target for this game
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- System's stated Player Fantasy section
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**Prompt**:
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> "Review this system GDD for pillar alignment. Does every section serve the stated
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> pillars? Are there mechanics or rules that contradict or weaken a pillar? Does
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> the Player Fantasy section match the game's core fantasy? Return APPROVE, CONCERNS
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> [specific sections with issues], or REJECT [pillar violations that must be
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> redesigned before this system is implementable]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-SYSTEMS — Systems Decomposition Vision Check
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**Trigger**: After the systems index is written by `/map-systems` — validates the
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complete system set before GDD authoring begins
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**Context to pass**:
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- Systems index path (`design/gdd/systems-index.md`)
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- Game pillars and core fantasy (from `design/gdd/game-concept.md`)
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- Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision)
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- Any high-risk or bottleneck systems identified in the dependency map
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**Prompt**:
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> "Review this systems decomposition against the game's design pillars. Does the
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> full set of MVP-tier systems collectively deliver the core fantasy? Are there
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> systems whose mechanics don't serve any stated pillar — indicating they may be
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> scope creep? Are there pillar-critical player experiences that have no system
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> assigned to deliver them? Are any systems missing that the core loop requires?
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> Return APPROVE (systems serve the vision), CONCERNS [specific gaps or
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> misalignments with their pillar implications], or REJECT [fundamental gaps —
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> the decomposition misses critical design intent and must be revised before GDD
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> authoring begins]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-NARRATIVE — Narrative Consistency Check
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**Trigger**: After narrative GDDs, lore documents, dialogue specs, or world-building
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documents are authored (team-narrative, design-system for story systems, writer
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deliverables)
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**Context to pass**:
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- Document file path(s)
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- Game pillars
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- Narrative direction brief or tone guide (if exists at `design/narrative/`)
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- Any existing lore that the new document references
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**Prompt**:
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> "Review this narrative content for consistency with the game's pillars and
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> established world rules. Does the tone match the game's established voice? Are
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> there contradictions with existing lore or world-building? Does the content serve
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> the player experience pillar? Return APPROVE, CONCERNS [specific inconsistencies],
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> or REJECT [contradictions that break world coherence]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-PLAYTEST — Player Experience Validation
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**Trigger**: After playtest reports are generated (`/playtest-report`), or after
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any session that produces player feedback
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**Context to pass**:
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- Playtest report file path
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- Game pillars and core fantasy statement
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- The specific hypothesis being tested
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**Prompt**:
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> "Review this playtest report against the game's design pillars and core fantasy.
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> Is the player experience matching the intended fantasy? Are there systematic issues
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> that represent pillar drift — mechanics that feel fine in isolation but undermine
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> the intended experience? Return APPROVE (core fantasy is landing), CONCERNS [gaps
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> between intended and actual experience], or REJECT [core fantasy is not present —
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> redesign needed before further playtesting]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-PHASE-GATE — Creative Readiness at Phase Transition
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**Trigger**: Always at `/gate-check` — spawn in parallel with TD-PHASE-GATE and PR-PHASE-GATE
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**Context to pass**:
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- Target phase name
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- List of all artifacts present (file paths)
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- Game pillars and core fantasy
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**Prompt**:
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> "Review the current project state for [target phase] gate readiness from a
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> creative direction perspective. Are the game pillars faithfully represented in
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> all design artifacts? Does the current state preserve the core fantasy? Are there
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> any design decisions across GDDs or architecture that compromise the intended
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> player experience? Return READY, CONCERNS [list], or NOT READY [blockers]."
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**Verdicts**: READY / CONCERNS / NOT READY
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---
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## Tier 1 — Technical Director Gates
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Agent: `technical-director` | Model tier: Opus | Domain: Architecture, engine risk, performance
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---
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### TD-SYSTEM-BOUNDARY — System Boundary Architecture Review
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**Trigger**: After `/map-systems` Phase 3 dependency mapping is agreed but before
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GDD authoring begins — validates that the system structure is architecturally
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sound before teams invest in writing GDDs against it
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**Context to pass**:
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- Systems index path (or the dependency map summary if index not yet written)
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- Layer assignments (Foundation / Core / Feature / Presentation / Polish)
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- The full dependency graph (what each system depends on)
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- Any bottleneck systems flagged (many dependents)
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- Any circular dependencies found and their proposed resolutions
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**Prompt**:
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> "Review this systems decomposition from an architectural perspective before GDD
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> authoring begins. Are the system boundaries clean — does each system own a
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> distinct concern with minimal overlap? Are there God Object risks (systems doing
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> too much)? Does the dependency ordering create implementation-sequencing problems?
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> Are there implicit shared-state problems in the proposed boundaries that will
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> cause tight coupling when implemented? Are any Foundation-layer systems actually
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> dependent on Feature-layer systems (inverted dependency)? Return APPROVE
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> (boundaries are architecturally sound — proceed to GDD authoring), CONCERNS
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> [specific boundary issues to address in the GDDs themselves], or REJECT
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> [fundamental boundary problems — the system structure will cause architectural
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> issues and must be restructured before any GDD is written]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### TD-FEASIBILITY — Technical Feasibility Assessment
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**Trigger**: After biggest technical risks are identified during scope/feasibility
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(brainstorm Phase 6, quick-design, or any early-stage concept with technical unknowns)
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**Context to pass**:
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- Concept's core loop description
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- Platform target
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- Engine choice (or "undecided")
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- List of identified technical risks
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**Prompt**:
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> "Review these technical risks for a [genre] game targeting [platform] using
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> [engine or 'undecided engine']. Flag any HIGH risk items that could invalidate
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> the concept as described, any risks that are engine-specific and should influence
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> the engine choice, and any risks that are commonly underestimated by solo
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> developers. Return VIABLE (risks are manageable), CONCERNS [list with mitigation
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> suggestions], or HIGH RISK [blockers that require concept or scope revision]."
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**Verdicts**: VIABLE / CONCERNS / HIGH RISK
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---
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### TD-ARCHITECTURE — Architecture Sign-Off
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**Trigger**: After the master architecture document is drafted (`/create-architecture`
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Phase 7), and after any major architecture revision
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**Context to pass**:
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- Architecture document path (`docs/architecture/architecture.md`)
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- Technical requirements baseline (TR-IDs and count)
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- ADR list with statuses
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- Engine knowledge gap inventory
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**Prompt**:
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> "Review this master architecture document for technical soundness. Check: (1) Is
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> every technical requirement from the baseline covered by an architectural decision?
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> (2) Are all HIGH risk engine domains explicitly addressed or flagged as open
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> questions? (3) Are the API boundaries clean, minimal, and implementable? (4) Are
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> Foundation layer ADR gaps resolved before implementation begins? Return APPROVE,
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> CONCERNS [list], or REJECT [blockers that must be resolved before coding starts]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### TD-ADR — Architecture Decision Review
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**Trigger**: After an individual ADR is authored (`/architecture-decision`), before
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it is marked Accepted
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**Context to pass**:
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- ADR file path
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- Engine version and knowledge gap risk level for the domain
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- Related ADRs (if any)
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**Prompt**:
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> "Review this Architecture Decision Record. Does it have a clear problem statement
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> and rationale? Are the rejected alternatives genuinely considered? Does the
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> Consequences section acknowledge the trade-offs honestly? Is the engine version
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> stamped? Are post-cutoff API risks flagged? Does it link to the GDD requirements
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> it covers? Return APPROVE, CONCERNS [specific gaps], or REJECT [the decision is
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> underspecified or makes unsound technical assumptions]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### TD-ENGINE-RISK — Engine Version Risk Review
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**Trigger**: When making architecture decisions that touch post-cutoff engine APIs,
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or before finalizing any engine-specific implementation approach
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**Context to pass**:
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- The specific API or feature being used
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- Engine version and LLM knowledge cutoff (from `docs/engine-reference/[engine]/VERSION.md`)
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- Relevant excerpt from breaking-changes or deprecated-apis docs
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**Prompt**:
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> "Review this engine API usage against the version reference. Is this API present
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> in [engine version]? Has its signature, behaviour, or namespace changed since the
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> LLM knowledge cutoff? Are there known deprecations or post-cutoff alternatives?
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> Return APPROVE (safe to use as described), CONCERNS [verify before implementing],
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> or REJECT [API has changed — provide corrected approach]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### TD-PHASE-GATE — Technical Readiness at Phase Transition
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**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE and PR-PHASE-GATE
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**Context to pass**:
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- Target phase name
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- Architecture document path (if exists)
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- Engine reference path
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- ADR list
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**Prompt**:
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> "Review the current project state for [target phase] gate readiness from a
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> technical direction perspective. Is the architecture sound for this phase? Are
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> all high-risk engine domains addressed? Are performance budgets realistic and
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> documented? Are Foundation-layer decisions complete enough to begin implementation?
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> Return READY, CONCERNS [list], or NOT READY [blockers]."
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**Verdicts**: READY / CONCERNS / NOT READY
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---
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## Tier 1 — Producer Gates
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Agent: `producer` | Model tier: Opus | Domain: Scope, timeline, dependencies, production risk
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---
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### PR-SCOPE — Scope and Timeline Validation
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**Trigger**: After scope tiers are defined (brainstorm Phase 6, quick-design, or
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any workflow that produces an MVP definition and timeline estimate)
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**Context to pass**:
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- Full vision scope description
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- MVP definition
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- Timeline estimate
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- Team size (solo / small team / etc.)
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- Scope tiers (what ships if time runs out)
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**Prompt**:
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> "Review this scope estimate. Is the MVP achievable in the stated timeline for
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> the stated team size? Are the scope tiers correctly ordered by risk — does each
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> tier deliver a shippable product if work stops there? What is the most likely
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> cut point under time pressure, and is it a graceful fallback or a broken product?
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> Return REALISTIC (scope matches capacity), OPTIMISTIC [specific adjustments
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> recommended], or UNREALISTIC [blockers — timeline or MVP must be revised]."
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**Verdicts**: REALISTIC / OPTIMISTIC / UNREALISTIC
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---
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### PR-SPRINT — Sprint Feasibility Review
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**Trigger**: Before finalising a sprint plan (`/sprint-plan`), and after any
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mid-sprint scope change
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**Context to pass**:
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- Proposed sprint story list (titles, estimates, dependencies)
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- Team capacity (hours available)
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- Current sprint backlog debt (if any)
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- Milestone constraints
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**Prompt**:
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> "Review this sprint plan for feasibility. Is the story load realistic for the
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> available capacity? Are stories correctly ordered by dependency? Are there hidden
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> dependencies between stories that could block the sprint mid-way? Are any stories
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> underestimated given their technical complexity? Return REALISTIC (plan is
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> achievable), CONCERNS [specific risks], or UNREALISTIC [sprint must be
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> descoped — identify which stories to defer]."
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**Verdicts**: REALISTIC / CONCERNS / UNREALISTIC
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---
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### PR-MILESTONE — Milestone Risk Assessment
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**Trigger**: At milestone review (`/milestone-review`), at mid-sprint retrospectives,
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or when a scope change is proposed that affects the milestone
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**Context to pass**:
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- Milestone definition and target date
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- Current completion percentage
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- Blocked stories count
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- Sprint velocity data (if available)
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**Prompt**:
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> "Review this milestone status. Based on current velocity and blocked story count,
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> will this milestone hit its target date? What are the top 3 production risks
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> between now and the milestone? Are there scope items that should be cut to protect
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> the milestone date vs. items that are non-negotiable? Return ON TRACK, AT RISK
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> [specific mitigations], or OFF TRACK [date must slip or scope must cut — provide
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> both options]."
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**Verdicts**: ON TRACK / AT RISK / OFF TRACK
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---
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### PR-EPIC — Epic Structure Feasibility Review
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**Trigger**: After epics are defined by `/create-epics`, before stories are
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broken out — validates the epic structure is producible before `/create-stories`
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is invoked
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**Context to pass**:
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- Epic definition file paths (all epics just created)
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- Epic index path (`production/epics/index.md`)
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- Milestone timeline and target dates
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- Team capacity (solo / small team / size)
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- Layer being epiced (Foundation / Core / Feature / etc.)
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**Prompt**:
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> "Review this epic structure for production feasibility before story breakdown
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> begins. Are the epic boundaries scoped appropriately — could each epic realistically
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> complete before a milestone deadline? Are epics correctly ordered by system
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> dependency — does any epic require another epic's output before it can start?
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> Are any epics underscoped (too small, should merge) or overscoped (too large,
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> should split into 2-3 focused epics)? Are the Foundation-layer epics scoped to
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> allow Core-layer epics to begin at the start of the next sprint after Foundation
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> completes? Return REALISTIC (epic structure is producible), CONCERNS [specific
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> structural adjustments before stories are written], or UNREALISTIC [epics must
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> be split, merged, or reordered — story breakdown cannot begin until resolved]."
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**Verdicts**: REALISTIC / CONCERNS / UNREALISTIC
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---
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### PR-PHASE-GATE — Production Readiness at Phase Transition
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**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE and TD-PHASE-GATE
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**Context to pass**:
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- Target phase name
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- Sprint and milestone artifacts present
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- Team size and capacity
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- Current blocked story count
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**Prompt**:
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> "Review the current project state for [target phase] gate readiness from a
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> production perspective. Is the scope realistic for the stated timeline and team
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> size? Are dependencies properly ordered so the team can actually execute in
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> sequence? Are there milestone or sprint risks that could derail the phase within
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> the first two sprints? Return READY, CONCERNS [list], or NOT READY [blockers]."
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**Verdicts**: READY / CONCERNS / NOT READY
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---
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## Tier 2 — Lead Gates
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These gates are invoked by orchestration skills and senior skills when a domain
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specialist's feasibility sign-off is needed. Tier 2 leads use Sonnet (default).
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---
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### LP-FEASIBILITY — Lead Programmer Implementation Feasibility
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**Trigger**: After the master architecture document is written (`/create-architecture`
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Phase 7b), or when a new architectural pattern is proposed
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**Context to pass**:
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- Architecture document path
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- Technical requirements baseline summary
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- ADR list with statuses
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**Prompt**:
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> "Review this architecture for implementation feasibility. Flag: (a) any decisions
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> that would be difficult or impossible to implement with the stated engine and
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> language, (b) any missing interface definitions that programmers would need to
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> invent themselves, (c) any patterns that create avoidable technical debt or
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> that contradict standard [engine] idioms. Return FEASIBLE, CONCERNS [list], or
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> INFEASIBLE [blockers that make this architecture unimplementable as written]."
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**Verdicts**: FEASIBLE / CONCERNS / INFEASIBLE
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---
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### LP-CODE-REVIEW — Lead Programmer Code Review
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**Trigger**: After a dev story is implemented (`/dev-story`, `/story-done`), or
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as part of `/code-review`
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**Context to pass**:
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- Implementation file paths
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- Story file path (for acceptance criteria)
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- Relevant GDD section
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- ADR that governs this system
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**Prompt**:
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> "Review this implementation against the story acceptance criteria and governing
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> ADR. Does the code match the architecture boundary definitions? Are there
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> violations of the coding standards or forbidden patterns? Is the public API
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> testable and documented? Are there any correctness issues against the GDD rules?
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> Return APPROVE, CONCERNS [specific issues], or REJECT [must be revised before merge]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### QL-STORY-READY — QA Lead Story Readiness Check
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**Trigger**: Before a story is accepted into a sprint — invoked by `/create-stories`,
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`/story-readiness`, and `/sprint-plan` during story selection
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**Context to pass**:
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- Story file path
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- Story type (Logic / Integration / Visual/Feel / UI / Config/Data)
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- Acceptance criteria list (verbatim from the story)
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- The GDD requirement (TR-ID and text) the story covers
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**Prompt**:
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> "Review this story's acceptance criteria for testability before it enters the
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> sprint. Are all criteria specific enough that a developer would know unambiguously
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> when they are done? For Logic-type stories: can every criterion be verified with
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> an automated test? For Integration stories: is each criterion observable in a
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> controlled test environment? Flag criteria that are too vague to implement
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> against, and flag criteria that require a full game build to test (mark these
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> DEFERRED, not BLOCKED). Return ADEQUATE (criteria are implementable as written),
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> GAPS [specific criteria needing refinement], or INADEQUATE [criteria are too
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> vague — story must be revised before sprint inclusion]."
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**Verdicts**: ADEQUATE / GAPS / INADEQUATE
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---
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### QL-TEST-COVERAGE — QA Lead Test Coverage Review
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**Trigger**: After implementation stories are complete, before marking an epic
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done, or at `/gate-check` Production → Polish
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**Context to pass**:
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- List of implemented stories with story types (Logic / Integration / Visual / UI / Config)
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- Test file paths in `tests/`
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- GDD acceptance criteria for the system
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|
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**Prompt**:
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> "Review the test coverage for these implementation stories. Are all Logic stories
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> covered by passing unit tests? Are Integration stories covered by integration
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> tests or documented playtests? Are the GDD acceptance criteria each mapped to at
|
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> least one test? Are there untested edge cases from the GDD Edge Cases section?
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> Return ADEQUATE (coverage meets standards), GAPS [specific missing tests], or
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> INADEQUATE [critical logic is untested — do not advance]."
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**Verdicts**: ADEQUATE / GAPS / INADEQUATE
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---
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### ND-CONSISTENCY — Narrative Director Consistency Check
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**Trigger**: After writer deliverables (dialogue, lore, item descriptions) are
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authored, or when a design decision has narrative implications
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**Context to pass**:
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- Document or content file path(s)
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- Narrative bible or tone guide path (if exists)
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- Relevant world-building rules
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- Character or faction profiles affected
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|
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**Prompt**:
|
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> "Review this narrative content for internal consistency and adherence to
|
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> established world rules. Are character voices consistent with their established
|
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> profiles? Does the lore contradict any established facts? Is the tone consistent
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> with the game's narrative direction? Return APPROVE, CONCERNS [specific
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|
> inconsistencies to fix], or REJECT [contradictions that break the narrative
|
|
> foundation]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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|
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---
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### AD-VISUAL — Art Director Visual Consistency Review
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**Trigger**: After art direction decisions are made, when new asset types are
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introduced, or when a tech art decision affects visual style
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|
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**Context to pass**:
|
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- Art bible path (if exists at `design/art-bible.md`)
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- The specific asset type, style decision, or visual direction being reviewed
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- Reference images or style descriptions
|
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- Platform and performance constraints
|
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|
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**Prompt**:
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> "Review this visual direction decision for consistency with the established art
|
|
> style and production constraints. Does it match the art bible? Is it achievable
|
|
> within the platform's performance budget? Are there asset pipeline implications
|
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> that create technical risk? Return APPROVE, CONCERNS [specific adjustments], or
|
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> REJECT [style violation or production risk that must be resolved first]."
|
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|
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**Verdicts**: APPROVE / CONCERNS / REJECT
|
|
|
|
---
|
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## Parallel Gate Protocol
|
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|
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When a workflow requires multiple directors at the same checkpoint (most common
|
|
at `/gate-check`), spawn all agents simultaneously:
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|
|
```
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Spawn in parallel (issue all Task calls before waiting for any result):
|
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1. creative-director → gate CD-PHASE-GATE
|
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2. technical-director → gate TD-PHASE-GATE
|
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3. producer → gate PR-PHASE-GATE
|
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|
|
Collect all three verdicts, then apply escalation rules:
|
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- Any NOT READY / REJECT → overall verdict minimum FAIL
|
|
- Any CONCERNS → overall verdict minimum CONCERNS
|
|
- All READY / APPROVE → eligible for PASS (still subject to artifact checks)
|
|
```
|
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|
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---
|
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|
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## Adding New Gates
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|
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When a new gate is needed for a new skill or workflow:
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|
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1. Assign a gate ID: `[DIRECTOR-PREFIX]-[DESCRIPTIVE-SLUG]`
|
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- Prefixes: `CD-` `TD-` `PR-` `LP-` `QL-` `ND-` `AD-`
|
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- Add new prefixes for new agents: `AudioDirector` → `AU-`, `UX` → `UX-`
|
|
2. Add the gate under the appropriate director section with all five fields:
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Trigger, Context to pass, Prompt, Verdicts, and any special handling notes
|
|
3. Reference it in skills by ID only — never copy the prompt text into the skill
|
|
|
|
---
|
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|
|
## Gate Coverage by Stage
|
|
|
|
| Stage | Required Gates | Optional Gates |
|
|
|-------|---------------|----------------|
|
|
| **Concept** | CD-PILLARS | TD-FEASIBILITY, PR-SCOPE |
|
|
| **Systems Design** | TD-SYSTEM-BOUNDARY, CD-SYSTEMS, PR-SCOPE, CD-GDD-ALIGN (per GDD) | ND-CONSISTENCY, AD-VISUAL |
|
|
| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY | TD-ENGINE-RISK |
|
|
| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all three PHASE-GATE (via gate-check) | CD-PLAYTEST |
|
|
| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint) | PR-MILESTONE, QL-TEST-COVERAGE |
|
|
| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | |
|
|
| **Release** | All three PHASE-GATE (via gate-check) | QL-TEST-COVERAGE |
|