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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
28 lines
1.5 KiB
Markdown
28 lines
1.5 KiB
Markdown
> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
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# CD-PHASE-GATE — Creative Readiness at Phase Transition
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: At `/gate-check` when `modes.workflow` is `full` — the panel narrows by workflow, and only the full panel includes creative-director; spawn in parallel with TD-PHASE-GATE, PR-PHASE-GATE and AD-PHASE-GATE
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**Context to pass**:
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- Target phase name and the resolved `workflow` tier
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- The target gate's required and recommended artifacts at the resolved tier (from `/gate-check`'s loaded gate file)
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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, judged against what this gate requires at this
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> tier (the required-artifacts list you were given). Are the game pillars
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> faithfully represented in the design artifacts this phase requires? Does the
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> current state preserve the core fantasy? Do any design decisions in the GDDs,
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> architecture or build that exist so far compromise the intended player
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> experience?
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> A required artifact passed as "none" is a finding; one passed as "not expected
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> before [phase]" or "not required at `workflow: [tier]`" is not a finding.
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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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