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## New Skills (9) - /quick-design: lightweight spec path for small changes (bypasses full GDD pipeline) - /story-readiness: validates stories are implementation-ready before pickup - /story-done: end-of-story completion review (criteria verification, deviation check, status update) - /sprint-status: fast 30-line sprint snapshot, read-only - /ux-design: guided section-by-section UX spec authoring (screen/flow/HUD/patterns) - /ux-review: UX spec validation with APPROVED/NEEDS REVISION/MAJOR REVISION verdict - /architecture-review, /create-architecture, /create-control-manifest, /create-epics-stories, /propagate-design-change, /review-all-gdds (pipeline completion) ## New Templates (7) - player-journey.md: 6-phase emotional arc, critical moments, retention hooks - difficulty-curve.md: difficulty axes, onboarding ramp, cross-system interactions - ux-spec.md: per-screen UX spec with states, interaction map, data requirements, events - hud-design.md: whole-game HUD with philosophy, info architecture, element specs - accessibility-requirements.md: project-wide accessibility tier commitment and audit - interaction-pattern-library.md: 26 standard + game-specific patterns with full state specs - architecture-traceability.md: GDD requirements to ADR coverage matrix ## Updated Skills & Templates - gate-check: Vertical Slice hard gate, playtesting strengthened, UX artifacts required - team-ui: full UX pipeline integration (/ux-design + /ux-review + accessibility-specialist) - game-design-document: Game Feel section (input latency, animation frames, impact moments) - implementation-agent-protocol: /story-done as explicit final step of every story - architecture-decision, design-system: pipeline completion updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
335 lines
16 KiB
Markdown
335 lines
16 KiB
Markdown
---
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name: gate-check
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description: "Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts."
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argument-hint: "[target-phase: systems-design | technical-setup | pre-production | production | polish | release]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write
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---
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# Phase Gate Validation
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This skill validates whether the project is ready to advance to the next development
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phase. It checks for required artifacts, quality standards, and blockers.
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**Distinct from `/project-stage-detect`**: That skill is diagnostic ("where are we?").
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This skill is prescriptive ("are we ready to advance?" with a formal verdict).
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## Production Stages (7)
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The project progresses through these stages:
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1. **Concept** — Brainstorming, game concept document
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2. **Systems Design** — Mapping systems, writing GDDs
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3. **Technical Setup** — Engine config, architecture decisions
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4. **Pre-Production** — Prototyping, vertical slice validation
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5. **Production** — Feature development (Epic/Feature/Task tracking active)
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6. **Polish** — Performance, playtesting, bug fixing
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7. **Release** — Launch prep, certification
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**When a gate passes**, write the new stage name to `production/stage.txt`
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(single line, e.g. `Production`). This updates the status line immediately.
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---
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## 1. Parse Arguments
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- **With argument**: `/gate-check production` — validate readiness for that specific phase
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- **No argument**: Auto-detect current stage using the same heuristics as
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`/project-stage-detect`, then validate the NEXT phase transition
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---
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## 2. Phase Gate Definitions
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### Gate: Concept → Systems Design
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**Required Artifacts:**
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- [ ] `design/gdd/game-concept.md` exists and has content
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- [ ] Game pillars defined (in concept doc or `design/gdd/game-pillars.md`)
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**Quality Checks:**
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- [ ] Game concept has been reviewed (`/design-review` verdict not MAJOR REVISION NEEDED)
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- [ ] Core loop is described and understood
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- [ ] Target audience is identified
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---
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### Gate: Systems Design → Technical Setup
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**Required Artifacts:**
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- [ ] Systems index exists at `design/gdd/systems-index.md` with at least MVP systems enumerated
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- [ ] All MVP-tier GDDs exist in `design/gdd/` and individually pass `/design-review`
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- [ ] A cross-GDD review report exists in `design/gdd/` (from `/review-all-gdds`)
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**Quality Checks:**
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- [ ] All MVP GDDs pass individual design review (8 required sections, no MAJOR REVISION NEEDED verdict)
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- [ ] `/review-all-gdds` verdict is not FAIL (cross-GDD consistency and design theory checks pass)
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- [ ] All cross-GDD consistency issues flagged by `/review-all-gdds` are resolved or explicitly accepted
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- [ ] System dependencies are mapped in the systems index and are bidirectionally consistent
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- [ ] MVP priority tier is defined
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- [ ] No stale GDD references flagged (older GDDs updated to reflect decisions made in later GDDs)
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---
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### Gate: Technical Setup → Pre-Production
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**Required Artifacts:**
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- [ ] Engine chosen (CLAUDE.md Technology Stack is not `[CHOOSE]`)
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- [ ] Technical preferences configured (`.claude/docs/technical-preferences.md` populated)
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- [ ] At least 3 Architecture Decision Records in `docs/architecture/` covering
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Foundation-layer systems (scene management, event architecture, save/load)
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- [ ] Engine reference docs exist in `docs/engine-reference/[engine]/`
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- [ ] Master architecture document exists at `docs/architecture/architecture.md`
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- [ ] Architecture traceability index exists at `docs/architecture/architecture-traceability.md`
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- [ ] `/architecture-review` has been run (a review report file exists in `docs/architecture/`)
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- [ ] `design/accessibility-requirements.md` exists with accessibility tier committed
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- [ ] `design/ux/interaction-patterns.md` exists (pattern library initialized, even if minimal)
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**Quality Checks:**
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- [ ] Architecture decisions cover core systems (rendering, input, state management)
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- [ ] Technical preferences have naming conventions and performance budgets set
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- [ ] Accessibility tier is defined and documented (even "Basic" is acceptable — undefined is not)
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- [ ] At least one screen's UX spec started (often the main menu or core HUD is designed during Technical Setup)
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- [ ] All ADRs have an **Engine Compatibility section** with engine version stamped
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- [ ] All ADRs have a **GDD Requirements Addressed section** with explicit GDD linkage
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- [ ] No ADR references APIs listed in `docs/engine-reference/[engine]/deprecated-apis.md`
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- [ ] All HIGH RISK engine domains (per VERSION.md) have been explicitly addressed
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in the architecture document or flagged as open questions
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- [ ] Architecture traceability matrix has **zero Foundation layer gaps**
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(all Foundation requirements must have ADR coverage before Pre-Production)
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**Engine Validation** (read `docs/engine-reference/[engine]/VERSION.md` first):
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- [ ] ADRs that touch post-cutoff engine APIs are flagged with Knowledge Risk: HIGH/MEDIUM
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- [ ] `/architecture-review` engine audit shows no deprecated API usage
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- [ ] All ADRs agree on the same engine version (no stale version references)
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---
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### Gate: Pre-Production → Production
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**Required Artifacts:**
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- [ ] At least 1 prototype in `prototypes/` with a README
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- [ ] First sprint plan exists in `production/sprints/`
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- [ ] All MVP-tier GDDs from systems index are complete
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- [ ] Master architecture document exists at `docs/architecture/architecture.md`
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- [ ] At least 3 ADRs covering Foundation-layer decisions exist in `docs/architecture/`
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- [ ] Control manifest exists at `docs/architecture/control-manifest.md`
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(generated by `/create-control-manifest` from Accepted ADRs)
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- [ ] Epics and stories defined in `production/epics/` with at least Foundation
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and Core layer epics present (use `/create-epics-stories layer: foundation`
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and `/create-epics-stories layer: core` to create them)
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- [ ] Vertical Slice build exists and is playable (not just scope-defined)
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- [ ] Vertical Slice has been playtested with at least 3 sessions (internal OK)
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- [ ] Vertical Slice playtest report exists at `production/playtests/` or equivalent
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- [ ] UX specs exist for key screens: main menu, core gameplay HUD (at `design/ux/`), pause menu
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- [ ] HUD design document exists at `design/ux/hud.md` (if game has in-game HUD)
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- [ ] All key screen UX specs have passed `/ux-review` (verdict APPROVED or NEEDS REVISION accepted)
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**Quality Checks:**
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- [ ] **Core loop fun is validated** — playtest data confirms the central mechanic is enjoyable, not just functional. Explicitly check the Vertical Slice playtest report.
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- [ ] UX specs cover all UI Requirements sections from MVP-tier GDDs
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- [ ] Interaction pattern library documents patterns used in key screens
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- [ ] Accessibility tier from `design/accessibility-requirements.md` is addressed in all key screen UX specs
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- [ ] Sprint plan references real story file paths from `production/epics/`
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(not just GDDs — stories must embed GDD req ID + ADR reference)
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- [ ] **Vertical Slice is COMPLETE**, not just scoped — the build demonstrates the full core loop end-to-end. At least one complete [start → challenge → resolution] cycle works.
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- [ ] Architecture document has no unresolved open questions in Foundation or Core layers
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- [ ] All ADRs have Engine Compatibility sections stamped with the engine version
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- [ ] All ADRs have ADR Dependencies sections (even if all fields are "None")
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- [ ] `/bmad-bmm-check-implementation-readiness` has been run or equivalent manual
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validation confirms GDDs + architecture + epics are coherent
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- [ ] **Core fantasy is delivered** — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted).
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**Vertical Slice Validation** (FAIL if any item is NO):
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- [ ] A human has played through the core loop without developer guidance
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- [ ] The game communicates what to do within the first 2 minutes of play
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- [ ] No critical "fun blocker" bugs exist in the Vertical Slice build
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- [ ] The core mechanic feels good to interact with (this is a subjective check — ask the user)
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> **Note**: If any Vertical Slice Validation item is FAIL, the verdict is automatically FAIL
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> regardless of other checks. Advancing without a validated Vertical Slice is the #1 cause of
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> production failure in game development (per GDC postmortem data from 155 projects).
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---
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### Gate: Production → Polish
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**Required Artifacts:**
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- [ ] `src/` has active code organized into subsystems
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- [ ] All core mechanics from GDD are implemented (cross-reference `design/gdd/` with `src/`)
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- [ ] Main gameplay path is playable end-to-end
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- [ ] Test files exist in `tests/`
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- [ ] At least 3 distinct playtest sessions documented in `production/playtests/`
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- [ ] Playtest reports cover: new player experience, mid-game systems, and difficulty curve
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- [ ] Fun hypothesis from Game Concept has been explicitly validated or revised
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**Quality Checks:**
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- [ ] Tests are passing (run test suite via Bash)
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- [ ] No critical/blocker bugs in any bug tracker or known issues
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- [ ] Core loop plays as designed (compare to GDD acceptance criteria)
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- [ ] Performance is within budget (check technical-preferences.md targets)
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- [ ] Playtest findings have been reviewed and critical fun issues addressed (not just documented)
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- [ ] No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why
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- [ ] Difficulty curve matches the Difficulty Curve design doc (if one exists at `design/difficulty-curve.md`)
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- [ ] All implemented screens have corresponding UX specs (no "designed in-code" screens)
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- [ ] Interaction pattern library is up-to-date with all patterns used in implementation
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- [ ] Accessibility compliance verified against committed tier in `design/accessibility-requirements.md`
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---
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### Gate: Polish → Release
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**Required Artifacts:**
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- [ ] All features from milestone plan are implemented
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- [ ] Content is complete (all levels, assets, dialogue referenced in design docs exist)
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- [ ] Localization strings are externalized (no hardcoded player-facing text in `src/`)
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- [ ] QA test plan exists
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- [ ] Balance data has been reviewed (`/balance-check` run)
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- [ ] Release checklist completed (`/release-checklist` or `/launch-checklist` run)
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- [ ] Store metadata prepared (if applicable)
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- [ ] Changelog / patch notes drafted
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**Quality Checks:**
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- [ ] Full QA pass signed off by `qa-lead`
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- [ ] All tests passing
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- [ ] Performance targets met across all target platforms
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- [ ] No known critical, high, or medium-severity bugs
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- [ ] Accessibility basics covered (remapping, text scaling if applicable)
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- [ ] Localization verified for all target languages
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- [ ] Legal requirements met (EULA, privacy policy, age ratings if applicable)
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- [ ] Build compiles and packages cleanly
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---
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## 3. Run the Gate Check
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For each item in the target gate:
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### Artifact Checks
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- Use `Glob` and `Read` to verify files exist and have meaningful content
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- Don't just check existence — verify the file has real content (not just a template header)
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- For code checks, verify directory structure and file counts
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### Quality Checks
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- For test checks: Run the test suite via `Bash` if a test runner is configured
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- For design review checks: `Read` the GDD and check for the 8 required sections
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- For performance checks: `Read` technical-preferences.md and compare against any
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profiling data in `tests/performance/` or recent `/perf-profile` output
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- For localization checks: `Grep` for hardcoded strings in `src/`
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### Cross-Reference Checks
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- Compare `design/gdd/` documents against `src/` implementations
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- Check that every system referenced in architecture docs has corresponding code
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- Verify sprint plans reference real work items
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---
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## 4. Collaborative Assessment
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For items that can't be automatically verified, **ask the user**:
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- "I can't automatically verify that the core loop plays well. Has it been playtested?"
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- "No playtest report found. Has informal testing been done?"
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- "Performance profiling data isn't available. Would you like to run `/perf-profile`?"
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**Never assume PASS for unverifiable items.** Mark them as MANUAL CHECK NEEDED.
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---
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## 5. Output the Verdict
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```
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## Gate Check: [Current Phase] → [Target Phase]
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**Date**: [date]
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**Checked by**: gate-check skill
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### Required Artifacts: [X/Y present]
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- [x] design/gdd/game-concept.md — exists, 2.4KB
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- [ ] docs/architecture/ — MISSING (no ADRs found)
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- [x] production/sprints/ — exists, 1 sprint plan
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### Quality Checks: [X/Y passing]
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- [x] GDD has 8/8 required sections
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- [ ] Tests — FAILED (3 failures in tests/unit/)
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- [?] Core loop playtested — MANUAL CHECK NEEDED
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### Blockers
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1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
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covering core system architecture before entering production.
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2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.
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### Recommendations
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- [Priority actions to resolve blockers]
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- [Optional improvements that aren't blocking]
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### Verdict: [PASS / CONCERNS / FAIL]
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- **PASS**: All required artifacts present, all quality checks passing
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- **CONCERNS**: Minor gaps exist but can be addressed during the next phase
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- **FAIL**: Critical blockers must be resolved before advancing
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```
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---
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## 6. Update Stage on PASS
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When the verdict is **PASS** and the user confirms they want to advance:
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1. Write the new stage name to `production/stage.txt` (single line, no trailing newline)
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2. This immediately updates the status line for all future sessions
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Example: if passing the "Pre-Production → Production" gate:
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```bash
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echo -n "Production" > production/stage.txt
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```
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**Always ask before writing**: "Gate passed. May I update `production/stage.txt` to 'Production'?"
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---
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## 7. Follow-Up Actions
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Based on the verdict, suggest specific next steps:
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- **No game concept?** → `/brainstorm` to create one
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- **No systems index?** → `/map-systems` to decompose the concept into systems
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- **Missing design docs?** → `/reverse-document` or delegate to `game-designer`
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- **Small design change needed?** → `/quick-design` for changes under ~4 hours (bypasses full GDD pipeline)
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- **No UX specs?** → `/ux-design [screen name]` to author specs, or `/team-ui [feature]` for full pipeline
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- **UX specs not reviewed?** → `/ux-review [file]` or `/ux-review all` to validate
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- **No accessibility requirements doc?** → create `design/accessibility-requirements.md` using the accessibility-requirements template
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- **No interaction pattern library?** → `/ux-design patterns` to initialize it
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- **GDDs not cross-reviewed?** → `/review-all-gdds` (run after all MVP GDDs are individually approved)
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- **Cross-GDD consistency issues?** → fix flagged GDDs, then re-run `/review-all-gdds`
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- **Missing ADRs?** → `/architecture-decision` for individual decisions
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- **No master architecture doc?** → `/create-architecture` for the full blueprint
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- **ADRs missing engine compatibility sections?** → Re-run `/architecture-decision`
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or manually add Engine Compatibility sections to existing ADRs
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- **Missing control manifest?** → `/create-control-manifest` (requires Accepted ADRs)
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- **Missing epics/stories?** → `/create-epics-stories all` (requires control manifest)
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- **Stories not implementation-ready?** → `/story-readiness` to validate stories before developers pick them up
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- **Tests failing?** → delegate to `lead-programmer` or `qa-tester`
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- **No playtest data?** → `/playtest-report`
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- **Less than 3 playtest sessions?** → Run more playtests before advancing. Use `/playtest-report` to structure findings.
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- **No Difficulty Curve doc?** → Consider creating one at `design/difficulty-curve.md` before polish
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- **No player journey document?** → create `design/player-journey.md` using the player journey template
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- **Need a quick sprint check?** → `/sprint-status` for current sprint progress snapshot
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- **Performance unknown?** → `/perf-profile`
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- **Not localized?** → `/localize`
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- **Ready for release?** → `/launch-checklist`
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---
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## Collaborative Protocol
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This skill follows the collaborative design principle:
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1. **Scan first**: Check all artifacts and quality gates
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2. **Ask about unknowns**: Don't assume PASS for things you can't verify
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3. **Present findings**: Show the full checklist with status
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4. **User decides**: The verdict is a recommendation — the user makes the final call
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5. **Get approval**: "May I write this gate check report to production/gate-checks/?"
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**Never** block a user from advancing — the verdict is advisory. Document the risks
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and let the user decide whether to proceed despite concerns.
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