Files
Claude-Code-Game-Studios/.claude/skills/gate-check/SKILL.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
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
2026-09-29 21:32:19 +10:00

892 lines
50 KiB
Markdown

---
name: gate-check
description: "Ready to advance between development phases? PASS/CONCERNS/NOT ASSESSED/FAIL with blockers and required artifacts. 'Can we move to production?'"
argument-hint: "[target-phase: systems-design | technical-setup | pre-production | production | polish | release] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/gate-check/../../hooks/yaml-helper.sh" resolve_config *)
model: opus
---
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,workflow,qa.level,testing.strict,performance.enforce,team.size,project.stage,system_overrides`
Resolved above — use as-is; `--review` overrides `review_mode`. No block →
defaults in `.claude/docs/config-resolution.md`.
# Phase Gate Validation
This skill validates whether the project is ready to advance to the next development
phase. It checks for required artifacts, quality standards, and blockers.
**Distinct from `/project-stage-detect`**: That skill is diagnostic ("where are we?").
This skill is prescriptive ("are we ready to advance?" with a formal verdict).
## Production Stages (7)
The project progresses through these stages:
1. **Concept** — Brainstorming, game concept document
2. **Systems Design** — Mapping systems, writing GDDs
3. **Technical Setup** — Engine config, architecture decisions
4. **Pre-Production** — Prototyping, vertical slice validation
5. **Production** — Feature development (Epic/Feature/Task tracking active)
6. **Polish** — Performance, playtesting, bug fixing
7. **Release** — Launch prep, certification
**When a gate passes** (or the user explicitly accepts a CONCERNS verdict's risks — Section 6), update the stage in both `project.yaml` (set `project.stage: <new-stage>`) AND write the new stage name to `production/stage.txt` (single line, e.g. `Production`). Dual-write keeps backward compatibility with hooks that haven't migrated yet. This updates the status line immediately.
---
## 1. Parse Arguments
**Target phase:** `$ARGUMENTS` with any `--review <mode>` pair removed (blank = auto-detect current stage, then validate next transition). `/gate-check --review full` names no phase.
Note: in `solo` mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE) are skipped — gate-check becomes artifact-existence checks only. In `lean` mode, the phase-gate directors still run (phase gates are the purpose of lean mode); how many of them run is set by `workflow` below.
**`workflow`** (per `.claude/docs/workflow-modes.md`):
`gate-check` runs project-wide, so it uses the project-level `workflow` for the
gate's overall artifact checklist (the loaded gate file), AND consults
`workflow_overrides.system_overrides.<system>` per-system when validating MVP
GDDs — a system pinned to a higher tier must meet that tier's section count
before the gate passes, regardless of the project-level workflow (see Section 2b,
"Per-system overrides").
> **gate-check honors `workflow` but is exempt from `automation`.** The artifact
> checklist changes per tier; the collaborative prompting protocol (the
> Collaborative Protocol section) always applies — a phase gate is a deliberate
> human checkpoint, never auto-run.
**`qa.level`**: controls test enforcement at phase gates, where `workflow`
controls which artifacts are required. `modes.rigor` sets both together; set
`qa.level` explicitly to vary enforcement alone. At `minimal`, no test gates apply — the
test-evidence and unit-test artifact items become non-required and the
Section 3 `testing.strict` check is a no-op; the smoke check is not relaxed (Section 2b) —
but at this level `/smoke-check` runs without game tests (its automated row reads
WAIVED), so the build check (`commands.smoke`, else `commands.build`, when set) and
the launch and critical-path checks are the floor — a build nobody launched is
NOT ASSESSED — and a project with no tests can still pass. At `standard`,
Logic + Integration tests must pass. At `full`, a full coverage check + regression suite are required
(coverage minimum from `qa.coverage_minimum` if set). The retained screenshots
UI and Visual/Feel stories need are not test items: no `qa.level` relaxes them
(Section 2b).
**`team.size`**: does not change how many directors spawn at a phase gate — panel
width is `workflow`'s axis (Section 4b). This value affects only the
**specialist depth within each director's review**.
`individual` uses the core specialist set; `small` the standard set; `studio`
adds engine sub-specialists. It never skips a director — skipping directors is
`review_mode`'s job. Both `review_mode` and `team.size` are now fronted by
`modes.rigor` — one rigor choice sets both — and each still overrides that axis
when set explicitly (a full-rigor project gets the `studio` set; lighter tiers
get `individual`).
- **With argument**: `/gate-check production` — validate readiness for that specific phase
- **No argument**: Auto-detect current stage using the same heuristics as
`/project-stage-detect`, then **confirm with the user before running**:
Use `AskUserQuestion`:
- Prompt: "Detected stage: **[current stage]**. Running gate for [Current] → [Next] transition. Is this correct?"
- Options:
- `[A] Yes — run this gate`
- `[B] No — pick a different gate` (if selected, show a second widget listing all gate options: Concept → Systems Design, Systems Design → Technical Setup, Technical Setup → Pre-Production, Pre-Production → Production, Production → Polish, Polish → Release)
Do not skip this confirmation step when no argument is provided.
---
## 2. Phase Gate Definitions
Each gate's checklist — required artifacts, quality checks, and its workflow-tier
reductions — lives in its own file. **Read only the row for the target phase
transition; never load the others.**
| Gate | Definition file |
|------|-----------------|
| Concept → Systems Design | `.claude/skills/gate-check/references/gate-systems-design.md` |
| Systems Design → Technical Setup | `.claude/skills/gate-check/references/gate-technical-setup.md` |
| Technical Setup → Pre-Production | `.claude/skills/gate-check/references/gate-pre-production.md` |
| Pre-Production → Production | `.claude/skills/gate-check/references/gate-production.md` |
| Production → Polish | `.claude/skills/gate-check/references/gate-polish.md` |
| Polish → Release | `.claude/skills/gate-check/references/gate-release.md` |
Each file states the `full` baseline first, then the `standard` and `minimal`
reductions for that gate. Apply the tier resolved in Section 1.
## 2b. Workflow Tier Adjustment
Each gate file carries its own tier reductions (see Section 2). Two rules apply
across all of them:
> **How to apply:** run the loaded gate's checklist, then apply that file's tier
> reduction for the tier resolved in Section 1. **drop** = not checked at this
> tier; **→ recommended** = absent surfaces as CONCERNS, never a Blocker; items
> not named keep their baseline status. Reductions only ever *relax* a
> requirement — the only thing that adds one is `workflow_overrides` (below).
>
> **`qa.level` (Section 1) further relaxes the test items independently of the
> tier:** at `qa.level: minimal` the test-evidence / unit-test items become
> non-required at every workflow tier (so even `workflow: full` does not require
> them); the Section 3 `testing.strict` check is then a no-op.
>
> **It relaxes tests, not the look.** A UI story's retained screenshots, and a
> Visual/Feel story's screenshots plus lead sign-off, are required at every
> `qa.level` wherever the gate file asks for story evidence
> (`.claude/docs/coding-standards.md`: tests are waived at `minimal`, the look
> is not).
>
> **The smoke check is excluded from that relaxation, and is the floor.**
> `qa.level` relaxes *per-story test evidence*; a smoke check is **build health**,
> not story evidence, and the two are already held apart on exactly this basis in
> `.claude/docs/coding-standards.md` ("`/smoke-check` is a build-health gate, not
> a per-story evidence gate ... This divergence is intentional"). So a gate file
> that requires a smoke report keeps requiring it at every `qa.level`.
>
> Without that exclusion the Production → Polish gate had **zero required
> artifacts at `rigor: minimal`** and could not fail on artifacts by
> construction: `minimal` reduced the gate to the smoke check alone, `qa.level`
> then dropped the smoke check too, and one `modes.rigor` setting fires both.
> **A gate with no required artifacts left must say so, and may not return
> PASS.** After applying the tier reduction and the `qa.level` relaxation, count
> what remains required. If the count is zero, report
> **NOT ASSESSED** naming both reducers and the gate — *"Production → Polish at
> `workflow: minimal` + `qa.level: minimal` leaves no required artifact; this
> gate verified nothing"* — rather than a PASS earned by having nothing to check.
> Per `.claude/rules/skill-authoring.md` obligation 1, a run that could not
> assess its scope has not established that the scope is good, and obligation 3
> requires the emptiness to be visible in the output rather than inferable from
> a silent green.
>
> **The one exception: a gate its tier reference file marks "not applicable" at
> this tier** (Systems Design → Technical Setup at `workflow: minimal`). That is
> not a gate with nothing left to check but a transition the tier does not have:
> it PASSes with that file's note, printed in the report. The director panel
> does not run for it — note "Director Panel skipped — gate not applicable at
> `workflow: [tier]`" — and the Section 6 stage write still asks first.
>
> **`performance.enforce` is likewise independent of the tier, and a tier
> reduction never suppresses it.** The performance check in Section 3 runs at
> every workflow tier, and `block` makes a breach a Blocker at every workflow
> tier. Do **not** read a gate file's *"everything else drops"* as dropping it:
> `off` is the only thing that makes budgets informational, and it is a
> deliberate choice the user makes on the same key.
>
> Without this, `performance.enforce: block` is **inert on every `rigor: minimal`
> project** — the Polish gate's `minimal` reduction drops everything outside its
> floor, and "Performance is within budget" sits in the dropped remainder. A
> setting that works only when a rule is disregarded is not wired.
### Per-system overrides (`workflow_overrides.system_overrides`)
Independent of the project-level tier above, and applied **only** on the gates
that validate MVP GDDs (Systems Design → Technical Setup, and the GDD-completeness
checks at Pre-Production → Production). For each system, resolve its effective
tier:
1. If the block's `system_overrides` lists `<system>` → that tier
2. Else the project-level `workflow`
**Before applying any of them, check the block the other way round: does every
KEY match a system?** `<system>` is the GDD filename stem
(`.claude/docs/workflow-modes.md`), so for each key in `system_overrides`, look
for `design/gdd/<key>.md`. Any key with no matching stem is reported, naming the
key and listing the stems that do exist:
> `system_overrides key 'no-such-system' matches no GDD in design/gdd/. Available stems: combat, inventory, hammer-heat-system. This override is doing nothing.`
Surface it as a **CONCERNS**-level finding, not a Blocker — the project is still
gateable, but an override the user believes is in force and is not is exactly how
a documented escape hatch silently stops working.
> **This is the one site that performs the check.** `workflow-modes.md:72` says
> *"a key that matches no system is an error, not a no-op"*, and this is the only
> skill that implements it — the three story skills resolve only in the
> system → override direction, so an orphan key is never looked up and
> never noticed. `/gate-check` is the right home: it already resolves the whole
> block, and it is the project-wide audit rather than a per-story one.
Validate each GDD against its own effective tier's section count:
- A system pinned **higher** than the project (e.g. `system_overrides.combat:
full` on a `standard` project) **blocks the gate** until that system's GDD
meets the higher bar (combat → all 8 sections). This is the one case where a
per-system setting makes the gate *stricter* than the project tier.
- A system pinned **lower** (e.g. `inventory: minimal`) relaxes only that system
— its GDD is checked at the lower tier; every other system stays at the project
level. A system pinned **`minimal` imposes no GDD section requirement at all**
(`minimal` = "game brief replaces GDDs" — `.claude/docs/workflow-modes.md`): it
never blocks the gate on a missing or incomplete GDD. Do not invent an
"acceptance-criteria-only" floor for it — there is none.
> **Additive overrides (the only things that make the gate stricter).**
> - `workflow_overrides.art_bible_strict: true` forces the complete (9-section)
> art bible at the Technical Setup → Pre-Production and Pre-Production →
> Production gates regardless of tier or whether visual-asset stories exist.
> - `workflow_overrides.edge_cases: true` and `workflow_overrides.tuning_knobs:
> true` force those GDD sections required when validating GDD completeness,
> additive on top of the resolved tier (e.g. at `standard`, `tuning_knobs: true`
> makes the otherwise-optional Tuning Knobs section blocking). These never
> relax — a `false` value is the default/no-op, never a way to drop a section
> the tier already requires.
---
## 3. Run the Gate Check
**Before running artifact checks**, read `docs/consistency-failures.md` if it exists.
Extract entries whose Domain matches the target phase (e.g., if checking
Systems Design → Technical Setup, pull entries in Economy, Combat, or any GDD domain;
if checking Technical Setup → Pre-Production, pull entries in Architecture, Engine).
Carry these as context — recurring conflict patterns in the target domain warrant
increased scrutiny on those specific checks.
For each item in the target gate:
### Artifact Checks
**Resolve existence and counts deterministically — do not open files to find out
what exists:**
```
Bash: bash .claude/scripts/artifact-check.sh --phase [source-phase]
```
Pass the phase being advanced *from* (its steps are the work that must be
complete): `systems-design` for the Systems Design → Technical Setup gate,
`pre-production` for Pre-Production → Production, and so on.
At `workflow: minimal`, also run
`bash .claude/scripts/artifact-check.sh --path minimal`: the brief and stories
live on that path, not on any phase, and its `game-brief` and `create-stories`
rows are this tier's floor.
It reads `workflow-catalog.yaml` — which already encodes each step's `glob`,
`pattern`, `min_count` and `any_of` — and reports per step:
| status | Meaning |
|---|---|
| `PRESENT` | glob matched, `min_count` met, `pattern` found where specified |
| `ABSENT` | nothing matched |
| `SHORT` | matched but fewer than `min_count` (`count=` and `min=` given) |
| `PATTERN_MISS` | files exist but none contains the required marker |
| `NO_CHECK` | the step declares no artifact — **not detectable from disk** |
It emits observations, never a verdict: **you** apply the workflow tier and the
required/optional split from Section 2. An `ABSENT` required artifact is a
blocker at `full` and frequently not one at `minimal`; the script does not know
that and does not decide it.
**`NO_CHECK` is not `PRESENT`.** The header prints a `NO_CHECK:` count before any
row precisely so this cannot be skimmed past. Those steps were *scanned*, not
*satisfied* — carry each into Section 4 (Collaborative Assessment) and ask, or
mark MANUAL CHECK NEEDED. A gate that reports PASS because most of its checklist
was undetectable is the failure mode this count exists to prevent.
**Existence is not adequacy.** The script cannot tell a real document from a
template skeleton. So: for any artifact the verdict actually turns on, spot-read
it and confirm it has real content — the same escalation rule the
`gdd-structure-check.sh` step below uses. Do not spot-read artifacts the verdict
does not turn on.
> **A smoke report is always an artifact the verdict turns on — spot-reading it
> is mandatory, not discretionary.** At `minimal` it is frequently the *only*
> required artifact, so the whole gate rests on one file that nothing generated
> and nothing verifies. Check its claims against the repo, and raise any that the
> tree contradicts:
>
> - It reports a passing automated suite → the engine's test root must actually
> contain test files and the project must have a runner. "24 passed, 0 failed"
> in a repo with no test files under that root — `tests/unit/` and
> `tests/integration/` on Godot, `Assets/Tests/` on Unity,
> `Source/<Module>/Private/Tests/` on Unreal — and no runner is a finding, not
> evidence.
> - It marks a critical path PASS → the code for that path must exist in the code
> root. A PASS on "banking ends the run" with no banking code is a finding.
> - It carries no date, or predates the newest commit touching the code root →
> say so; a stale smoke report describes a build that no longer exists.
>
> Report a contradiction at the same level the artifact was required at: a
> Blocker where the smoke check is required, CONCERNS where it is recommended.
> Existence plus a verdict-line grep would clear a fabricated report.
For code checks, verify directory structure and file counts.
**Systems Design → Technical Setup gate — cross-GDD review check**:
Use `Glob('design/gdd/gdd-cross-review-*.md')` to find the `/review-all-gdds` report.
If no file matches: at `full` mark the "cross-GDD review report exists" artifact as
**FAIL** and surface it prominently ("No `/review-all-gdds` report found in
`design/gdd/`. Run `/review-all-gdds` before advancing to Technical Setup."); at
`standard` the report is recommended, so mark it **CONCERNS**, not a blocker; at
`minimal` this gate is not applicable (see the gate file). If a file is found, read it and
check the verdict line: a FAIL verdict means the cross-GDD consistency check failed
and must be resolved before advancing. A NOT ASSESSED verdict means that review
could not compare the GDDs, so it satisfies nothing here: mark the item NOT
ASSESSED for this gate, never passed.
### Quality Checks
- For test checks: Run the test suite via `Bash` if a test runner is configured.
**If no runner is configured, that is `NOT ASSESSED`, not a silent skip** — see
the trigger in the verdict section. A gate that ran no tests found no test
failures, which is not the same as passing.
A test failure's effect on the verdict depends on the `testing.strict` block
**resolved in Phase 1** (`resolve_config` merges `project.local.yaml` over
`project.yaml`; reading the file directly would drop a local override), per
test type:
- **Logic** — unit-level failures (`tests/unit/` on Godot, Edit Mode on
Unity), gated by `testing.strict.logic`.
- **Integration** — failures in `tests/integration/` on Godot, Play Mode on
Unity, gated by `testing.strict.integration`. On Unreal, where one root
(`Source/<Module>/Private/Tests/`) holds both, classify a failure by its
story's Type, or apply the stricter of the two levels when that is unknown.
- For each type: take `testing.strict.<type>` from that block; use it only
if its value is `true` or `false` (case-insensitive). If the key is absent,
empty, or holds any other value, read `testing.strict` as a plain boolean
(legacy single-value form); if that too is absent or invalid, default to
`true` (Logic and Integration are both strict by default — behavior unchanged
from before this setting existed). Surface any unrecognized value to the user.
- At a strict (`true`) gate level, failures of that type are **Blockers**
(verdict FAIL). At an advisory (`false`) level, they are **Concerns**
(verdict minimum CONCERNS, not FAIL) — list them under Recommendations, not
Blockers.
- For design review checks, gather section presence **deterministically** — do not
read the GDDs to count headings:
```
Bash: bash .claude/scripts/gdd-structure-check.sh
```
It prints a `PRESENT:` / `ABSENT:` pair per GDD and already accepts
`## Detailed Design` as satisfying the `Detailed Rules` requirement. It reports
presence only and makes no REQUIRED/ADVISORY judgment.
Then apply each GDD's **effective tier** (per-system resolution below) to those
lists — all 8 sections at `full`, the 5 standard sections (+ conditional
Formulas) at `standard`. A missing *required* section blocks; a missing section
that is optional at the effective tier is advisory. A section reported PRESENT
can still fail review if it is an empty heading — spot-read any section the
verdict actually turns on.
- For performance checks: read the budgets (`performance.target_framerate`,
`frame_budget_ms`, `draw_call_limit`, `memory_ceiling_mb`) from `project.yaml`
(else technical-preferences.md) and compare against any profiling data in
`tests/performance/` or recent `/perf-profile` output. What a breach *means*
is set by `performance.enforce`, taken from the Phase 1 resolved block (it is
locally overridable, so do not read the file for this one):
- `warn` (default) — breaches are **CONCERNS**, never Blockers.
- `block` — breaches are **Blockers** from the Polish gate onward.
- `off` — budgets are informational; do not surface breaches in the verdict.
Only these three values are recognized. Surface anything else to the user and
fall back to `warn` rather than guessing.
- For localization checks: `Grep` for hardcoded strings in the **code root** (resolve per `.claude/docs/code-root-resolution.md`). **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.**
### Cross-Reference Checks
- Compare `design/gdd/` documents against implementations in the **code root**
- Check that every system referenced in architecture docs has corresponding code
- Verify sprint plans reference real work items
---
## 4. Collaborative Assessment
For items that can't be automatically verified, **ask the user**:
- "I can't automatically verify that the core loop plays well. Has it been playtested?"
- "No playtest report found. Has informal testing been done?"
- "Performance profiling data isn't available. Would you like to run `/perf-profile`?"
**Never assume PASS for unverifiable items.** Mark them as MANUAL CHECK NEEDED.
An answer resolves the item: "no" or "not yet" is a checked, failed item
(CONCERNS or FAIL, naming the skill that closes it — `/design-review [doc]` for
an unreviewed concept or GDD) — except a play question at the Production gate
(a human has played the Vertical Slice; at `minimal`, the core loop is fun on
the current build), where "not yet" means nobody has played it: NOT ASSESSED
(`gate-production.md`). Only an unanswered item or "I don't know" stays
MANUAL CHECK NEEDED, which Section 5 turns into NOT ASSESSED.
This applies to questions about the project's state. Declining an offer to
produce missing data (e.g. `/perf-profile`) leaves the item NOT ASSESSED; at
`performance.enforce: off` it stays out of the verdict.
---
## 4b. Director Panel Assessment
The panel is set by **two independent axes**, both resolved in Phase 1: `review_mode`
decides *whether* the panel runs, `workflow` decides *how wide* it is.
**Axis 1 — `review_mode` decides whether any director spawns:**
- `solo` → skip the panel entirely. Note in output: "Director Panel skipped — Solo mode. Gate verdict based on artifact and quality checks only." Proceed to Phase 5.
- `lean` → run the panel (phase gates always run in lean mode — this is their purpose).
- `full` → run the panel.
**Axis 2 — `workflow` decides the panel width.** Directors are Opus-tier, so a
fixed four-director panel costs a two-system jam exactly what it costs a
thirty-system commercial project. The gate still runs at every tier; only its
breadth scales:
| `workflow` | Panel | Directors |
|---|---|---|
| `minimal` | 1 | `producer` |
| `standard` | 2 | `technical-director`, `producer` |
| `full` | 4 | `creative-director`, `technical-director`, `producer`, `art-director` |
`producer` is in every panel — scope and schedule readiness is the one judgment
no tier makes optional. `technical-director` joins at `standard` because that is
the first tier requiring architecture artifacts. `creative-director` and
`art-director` join at `full`, the only tier requiring the full art bible and
UX spec set for them to assess.
> **Width is not the same as strictness.** A narrower panel does not soften the
> verdict: the escalation rule in `.claude/docs/director-gates.md` is unchanged —
> the strictest verdict returned by *whoever ran* still wins. Do not infer PASS
> from a perspective that was never consulted.
Before generating the final verdict, spawn the directors for the resolved tier as **parallel subagents** via `Agent` using the parallel gate protocol from `.claude/docs/director-gates.md`. Issue all the `Agent` calls simultaneously — do not wait for one before starting the next.
**Gate IDs:**
1. **`creative-director`** — gate **CD-PHASE-GATE** (`.claude/docs/director-gates/cd-phase-gate.md`)
2. **`technical-director`** — gate **TD-PHASE-GATE** (`.claude/docs/director-gates/td-phase-gate.md`)
3. **`producer`** — gate **PR-PHASE-GATE** (`.claude/docs/director-gates/pr-phase-gate.md`)
4. **`art-director`** — gate **AD-PHASE-GATE** (`.claude/docs/director-gates/ad-phase-gate.md`)
Pass to each the target phase name, the resolved `workflow` tier, the target
gate's required and recommended artifacts at the resolved tier (the loaded gate
file's checklist after its tier reduction and the `qa.level` relaxation — what
this gate asks for, not what a later one will), the list of artifacts present,
and its gate's own context — named here, so this session never has to read the
gate files:
- **CD-PHASE-GATE**: the game pillars and core fantasy (from
`design/gdd/game-concept.md`, else `design/game-brief.md`).
- **TD-PHASE-GATE**: the architecture document path, the engine reference path
(`docs/engine-reference/<engine>/VERSION.md`), and the ADR list.
- **PR-PHASE-GATE**: the sprint and milestone artifacts present, `team.size` as
resolved above (with the current sprint plan's capacity, if a plan exists), and
the number of stories under `production/epics/` whose status is `Blocked`. At
`workflow: minimal`, pass the Build order in `design/game-brief.md` as the plan — that
tier has no sprint plan.
- **AD-PHASE-GATE**: the art and visual artifacts present, the Visual Identity
Anchor (from `design/gdd/game-concept.md`, else the "Art & audio direction"
line of `design/game-brief.md`), and the art bible path.
Pass each context item as one of three things, so no director has to guess:
- **Present** — its path or value (`0` blocked stories is a value).
- **"none"** — the target gate (or an earlier one) requires or recommends it at
this tier and it does not exist (no architecture document at
`/gate-check pre-production`). For the director that is a fact about the
project to judge, not a missing input.
- **"not expected before [phase]"** — the target gate does not ask for it yet;
name the phase whose gate first does (the architecture document and ADRs
before Pre-Production, the sprint plan before Production). One this tier never
requires is "not required at `workflow: [tier]`" (any sprint plan at
`minimal`). Neither is ever passed as "none", and neither is a finding — a
director judges readiness for the phase being entered, not a later one.
**Name the omissions in the output.** Below the Director Panel summary, when the
panel ran narrower than four, state which perspectives did not run and how to get
them — e.g. "Panel: 2 of 4 (`workflow: standard`). Creative and Art perspectives
not consulted. Raise `modes.rigor` to `full` (or set `modes.workflow: full`) for
the complete panel." Name the setting the config block shows as `workflow`'s
source: when `modes.workflow` is set on its own, raising `modes.rigor` does not
change it. Never point to `--review full` for this — `--review` decides whether
the panel runs, not how wide it is. A silently narrow panel reads as a clean bill
of health from reviewers who never looked.
**Collect every response from the directors that ran, then present the Director Panel summary** (one row per director that ran; name the ones `workflow` left out):
```
## Director Panel Assessment
Creative Director: [READY / CONCERNS / NOT READY / NOT ASSESSED]
[feedback]
Technical Director: [READY / CONCERNS / NOT READY / NOT ASSESSED]
[feedback]
Producer: [READY / CONCERNS / NOT READY / NOT ASSESSED]
[feedback]
Art Director: [READY / CONCERNS / NOT READY / NOT ASSESSED]
[feedback]
```
**Apply to the verdict:**
- Any director returns NOT READY → verdict is minimum FAIL (no override turns a FAIL into a stage change — Section 6)
- Any director returns CONCERNS → verdict is minimum CONCERNS
- Any director returns NOT ASSESSED (and none returned NOT READY or CONCERNS) → verdict at best NOT ASSESSED; name the input that director said was missing — it never counts as READY
- Every director that ran returns READY → eligible for PASS (still subject to artifact and quality checks from Section 3)
---
## 5. Output the Verdict
```
## Gate Check: [Current Phase] → [Target Phase]
**Date**: [date]
**Checked by**: gate-check skill
### Required Artifacts: [X/Y present]
- [x] design/gdd/game-concept.md (design/game-brief.md at `minimal`) — exists, 2.4KB
- [ ] docs/architecture/ — MISSING (no ADRs found)
- [x] production/sprints/ — exists, 1 sprint plan
### Quality Checks: [X/Y passing]
- [x] GDD has 8/8 required sections
- [ ] Tests — FAILED (3 failures in tests/unit/)
- [?] Core loop playtested — MANUAL CHECK NEEDED
### Blockers
1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
covering core system architecture before entering production.
2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.
### Recommendations
- [Priority actions to resolve blockers]
- [Optional improvements that aren't blocking]
### Verdict: [PASS / NOT ASSESSED / CONCERNS / FAIL]
- **PASS**: All required artifacts present, all quality checks passing
- **CONCERNS**: Minor gaps exist but can be addressed during the next phase —
the stage advances only if the user explicitly accepts them (Section 6)
- **FAIL**: Critical blockers must be resolved before advancing
- **NOT ASSESSED**: One or more required checks could not be run at all — name
which, and why, in the Blockers section
### Accepted Risks (only when the user advanced on CONCERNS)
- [each concern, as listed above] — accepted by the user, [date]
```
**`NOT ASSESSED` — when the gate could not look.** Rank: it **outranks PASS**
(a gate that could not check part of its scope has not established the phase is
ready) and **ranks below CONCERNS and FAIL** (a known blocker is more actionable
than an unknown, and demoting it behind an access problem buries it). It is not a
softer FAIL: "I checked and found a blocker" and "I could not check" need
different fixes — one needs work done, the other needs the input produced or made
readable.
**Verdict precedence — first matching rule wins**, evaluated in this order:
**FAIL**, then **CONCERNS**, then **NOT ASSESSED**, then **PASS**. A gate with
both a real blocker and an unassessable check is FAIL: the blocker is the
actionable finding. Stating the order mechanically removes the inference — the
rank sentence above says what outranks what, but only an ordered list says what
to do when two conditions hold at once.
Emit it when any of:
- A **required artifact exists but cannot be assessed** — empty, unreadable, or
still entirely `[TO BE CONFIGURED]` / template placeholders. Present-but-empty
is the case that most looks like present.
- A **quality check's input carries no measured data**. Section 3 compares the
performance budgets against "profiling data in `tests/performance/` or recent
`/perf-profile` output" — and `/perf-profile`'s report template pre-fills
`[16.67ms]` as the budget, so it can render ">99% headroom" from zero profiler
data. Placeholder numbers are not measurements: a budget nobody set is not a
budget that was met. Absent data already prompts (Section 4 offers to run
`/perf-profile`); this covers data that is *present and hollow*, which is the
case that looks like a measurement.
- A **test check the tier requires could not be executed** — no test runner is
configured, or the runner is configured but failed to start. Section 3 runs the
suite "if a test runner is configured", and an unconfigured runner produced no
failures, so the test check contributed nothing to the verdict and the gate
could still reach PASS. Meanwhile `testing.strict.logic` and
`.integration` both default to `true`, so the project's own configuration
called those gates BLOCKING. A blocking gate that never ran is the unknown this
verdict exists to name. Remediation is already listed under Common Gaps
(`/test-setup`); this is what the verdict does with it.
> **Scope this to tiers that require tests.** At `qa.level: minimal` no test
> gates apply at all (see the config block above), so a missing runner there is
> the configured posture, not a hole — firing the trigger would make every
> `minimal` gate permanently NOT ASSESSED and stop stage advancement, the same
> over-broad reading the director trigger below warns against. Fires only where
> the resolved tier actually asked for the test check.
- A **`MANUAL CHECK NEEDED` item the user never resolved**. Section 4 already
refuses to assume PASS for unverifiable items and marks them this way — but
until now the verdict vocabulary had nowhere to put one, so an unresolved
manual check had to land inside PASS, CONCERNS or FAIL anyway. This is where it
goes.
- A director the **resolved tier was supposed to spawn** did not return — it
errored, produced no verdict, or was interrupted.
> **Scope this narrowly, and do not read it as "fewer than four directors ran".**
> Section 4b narrows the panel *by design* — 1 director at `minimal`, 2 at
> `standard`, 4 at `full`, and none in `solo` — and that narrowing is a
> deliberate, announced reduction, not a failure to assess. The broad reading
> makes every `minimal`, `standard` and `solo` gate permanently NOT ASSESSED,
> which means the verdict can never be PASS and Section 6 can never advance
> `project.stage`. **That would break stage advancement for most projects,**
> since those are the common tiers. The trigger fires only when a director the
> tier *did* call for fails to come back — a hole in the panel you expected,
> never the panel you deliberately chose.
- A referenced upstream verdict is itself `NOT ASSESSED` — it propagates upward
rather than resolving to a pass.
Never resolve an unknown by assuming the permissive reading. If the check could
not run, that fact is the finding.
---
## 5a. Chain-of-Verification
After drafting the verdict in Phase 5, challenge it before finalising.
**Step 1 — Generate 5 challenge questions** designed to disprove the verdict:
> **Tool-action requirement**: At least 2 of the 5 challenge questions below must be answered by re-reading a specific file (Read tool) or re-running a specific check (Grep tool) — not by reflection alone. Mark these with [TOOL ACTION] to indicate a tool was used.
For a **PASS** draft:
- "Which quality checks did I verify by actually reading a file, vs. inferring they passed?"
- "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation? [TOOL ACTION] Re-scan the checklist for any [?] or MANUAL CHECK items."
- "Did I confirm all listed artifacts have real content, not just empty headers? [TOOL ACTION] Re-read the file and check it has non-placeholder content."
- "Could any blocker I dismissed as minor actually prevent the phase from succeeding?"
- "Which single check am I least confident in, and why?"
For a **CONCERNS** draft:
- "Could any listed CONCERN be elevated to a blocker given the project's current state?"
- "Is the concern resolvable within the next phase, or does it compound over time?"
- "Did I soften any FAIL condition into a CONCERN to avoid a harder verdict?"
- "Are there artifacts I didn't check that could reveal additional blockers?"
- "Do all the CONCERNS together create a blocking problem even if each is minor alone?"
For a **FAIL** draft:
- "Have I accurately separated hard blockers from strong recommendations?"
- "Are there any PASS items I was too lenient about?"
- "Am I missing any additional blockers the user should know about?"
- "Can I provide a minimal path to PASS — the specific 3 things that must change?"
- "Is the fail condition resolvable, or does it indicate a deeper design problem?"
**Step 2 — Answer each question** independently.
Do NOT reference the draft verdict text — re-check specific files or ask the user.
**Step 3 — Revise if needed:**
- If any answer reveals a missed blocker → upgrade verdict (PASS→CONCERNS or CONCERNS→FAIL)
- If any answer reveals a check that **could not be run** rather than one that
ran and passed → PASS→NOT ASSESSED. The first two PASS-draft questions above
("verified by actually reading a file, vs. inferring", "MANUAL CHECK NEEDED
items I marked PASS") exist to find exactly this, and until now a yes to either
had no verdict to move to
- If any answer reveals an over-stated blocker → downgrade only if citing specific evidence
- Never revise NOT ASSESSED down to PASS by re-reasoning about the missing input.
Only obtaining the input clears it
- If answers are consistent → confirm verdict unchanged
**Step 4 — Note the verification** in the final report output:
`Chain-of-Verification: [N] questions checked — verdict [unchanged | revised from X to Y]`
---
## 6. Update Stage on PASS
When the verdict is **PASS** and the user confirms they want to advance, write the
new stage to BOTH `project.yaml` and the legacy `production/stage.txt`.
**On CONCERNS, the user may override — explicitly.** Do not offer the stage
write by default. If the user asks to advance anyway, list every concern and
ask: "The gate returned CONCERNS. Accept these risks — [list] — and may I update
`project.stage` in `project.yaml` to '[stage]' (and the legacy
`production/stage.txt`)?" Only on an explicit yes, add the `### Accepted Risks`
section to the gate report (each concern, accepted by the user, with the date)
and write the stage as below. **A FAIL is never overridden into a stage change, and
neither is NOT ASSESSED** — the blockers must be fixed, or the missing input
produced, and the gate re-run.
### 6.1 Primary write — `project.yaml`
Set `project.stage` to the new stage name in `project.yaml` at the repo root.
- **If a `project:` block already exists**: Read `project.yaml` first (the Edit
tool requires the file to have been read in this session), then use the Edit
tool to change its `stage:` value.
- **If `project.yaml` exists but has no `project:` block**: Read `project.yaml`
first, then use the Edit tool to insert the block immediately after the
`framework:` block (before `modes:`). Insert exactly (replace `<new-stage>`):
```yaml
project:
stage: <new-stage>
```
- **If `project.yaml` does not exist at all**: create it with the Write tool using
this v1.1 minimal template (replace `<new-stage>` and the date):
```yaml
# CCGS project configuration — single source of truth for project settings.
# Schema: grep the `## <key>` section of .claude/docs/effects-map.md —
# it is ~31k tokens whole, ~900 per section. Do not open it entire.
schema_version: 1
framework:
version: 1.1.2
last_upgraded: <YYYY-MM-DD>
project:
stage: <new-stage>
```
Do not seed `modes.review_mode` here. It is a rigor-fronted knob — `modes.rigor`
supplies its value, so an explicit value would shadow the rigor expansion and pin
the review mode regardless of the project's rigor.
### 6.2 Legacy fallback write — `production/stage.txt`
Also write the single-line stage name (no trailing newline) so hooks that have not
migrated still work. Ensure the `production/` directory exists first:
```bash
mkdir -p production && printf '%s' "Production" > production/stage.txt
```
### 6.3 Verify both writes
After both writes, Read `project.yaml` and `production/stage.txt` and confirm both
show the new stage. If they diverge, report the discrepancy to the user and stop —
a split stage indicator corrupts future auto-detection.
**Always ask before writing**: "Gate passed. May I update `project.stage` in `project.yaml` to 'Production' (and the legacy `production/stage.txt`)?" — on an accepted CONCERNS override, the explicit yes above is that ask.
### 6.4 Rigor-fit check (advisory — never affects the verdict)
After the stage advance is confirmed, apply the raise trigger in
`.claude/docs/settings-guidance.md § 4`: if the new stage is **Production** (or
later) while the resolved `modes.workflow` is `minimal` (the `rigor: minimal`
posture, from the config block above), add one line:
> "You're entering [stage] on `rigor: minimal` — most projects this size run
> `standard`. Revisit with `/settings modes.rigor=standard`?"
Offer it **once**, here at the gate. Route to `/settings` — never change the
setting yourself.
---
## 7. Closing Next-Step Widget
After the verdict is presented and any stage update is complete (project.yaml + stage.txt), close with a structured next-step prompt using `AskUserQuestion`.
**Tailor the options to the gate that just ran.** The argument names the phase
being entered, so `/gate-check systems-design` is the Concept → Systems Design gate.
**At `workflow: minimal`, skip the menus below.** They walk the phase ladder, and
the minimal route is not the ladder: offer the first incomplete step of
`paths.minimal` instead (the `--path minimal` rows from Section 3):
`/setup-engine`, then `/brainstorm`, then `/create-stories`, then `/dev-story`
on the next story — the route `/help` gives.
For **Concept → Systems Design** (`/gate-check systems-design`) PASS — option [A] is
`/map-systems` when `design/gdd/systems-index.md` does not exist yet (many
projects write it during Concept, as the workflow catalog orders it), otherwise
`/design-system [first system in the index's design order]`:
```
Gate passed. What would you like to do next?
[A] Run /map-systems — decompose the concept into systems and a design order (recommended next step)
— or, when the systems index already exists: Run /design-system [first system] — author its GDD
[B] Revisit the concept first — return here when it is settled
[C] Stop here for this session
```
For **Systems Design → Technical Setup** (`/gate-check technical-setup`) PASS:
```
Gate passed. What would you like to do next?
[A] Run /create-architecture — produce your master architecture blueprint and ADR work plan (recommended next step)
[B] Design more GDDs first — return here when all MVP systems are complete
[C] Stop here for this session
```
> **Note for the Systems Design → Technical Setup PASS**: `/create-architecture` is the required next step before writing any ADRs. It produces the master architecture document and a prioritized list of ADRs to write. Running `/architecture-decision` without this step means writing ADRs without a blueprint — skip it at your own risk.
For **Technical Setup → Pre-Production** (`/gate-check pre-production`) PASS:
```
Gate passed. What would you like to do next?
[A] Run /create-control-manifest — generate the layer rules manifest from your Accepted ADRs (first, if docs/architecture/control-manifest.md does not exist yet)
[B] Run /vertical-slice — build the Vertical Slice (do this before writing epics — validate fun first)
[C] Write more ADRs first — run /architecture-decision [next-system]
[D] Stop here for this session
```
> **Note for the Technical Setup → Pre-Production PASS**: The Pre-Production sequence is deliberately ordered
> to validate fun before committing to detailed planning:
>
> 1. `/create-control-manifest` — extract technical rules from Accepted ADRs, if not done yet (`/create-epics` requires it at `full`)
> 2. `/vertical-slice` — build the Vertical Slice **FIRST**, before writing epics or stories
> 3. Playtest → `/playtest-report` — at least 1 documented session, 3+ better before committing the full team. `/gate-check production` treats the slice as recommended: skipped → CONCERNS, unplayed → NOT ASSESSED
> 4. `/ux-design [screen]` — UX specs for main menu, core HUD, pause menu (if not done)
> 5. `/create-epics layer:foundation` then `/create-epics layer:core` — plan after fun is validated
> 6. `/create-stories [epic-slug]` for each epic
> 7. `/sprint-plan new`
>
> **Why prototype before epics?** If the prototype reveals the core loop needs to change,
> epics written before that discovery will be partially wrong. Validate fun cheaply first,
> then plan in detail. This is the #1 lesson from GDC postmortem data.
For all other gates, offer the two most logical next steps for that phase plus "Stop here".
---
## 8. Follow-Up Actions
Based on the verdict, suggest specific next steps:
- **No art bible?** → `/art-bible` to create the visual identity specification
- **Art bible exists but no asset specs?** → `/asset-spec system:[name]` to generate per-asset visual specs and generation prompts from approved GDDs
- **No game concept?** → `/brainstorm` to create one
- **No systems index?** → `/map-systems` to decompose the concept into systems
- **Missing design docs?** → `/reverse-document` or delegate to `game-designer`
- **Small design change needed?** → `/quick-design` for changes under about one week of implementation (bypasses full GDD pipeline)
- **No UX specs?** → `/ux-design [screen name]` to author specs, or `/team-ui [feature]` for full pipeline
- **UX specs not reviewed?** → `/ux-review [file]` or `/ux-review all` to validate
- **No accessibility requirements doc?** → run `/ux-design` which creates both `design/accessibility-requirements.md` and `design/ux/interaction-patterns.md` in one step
- **No interaction pattern library?** → `/ux-design patterns` to initialize it
- **Concept or a GDD not reviewed?** → `/design-review [doc]`
- **GDDs not cross-reviewed?** → `/review-all-gdds` (run after all MVP GDDs are individually approved)
- **Cross-GDD consistency issues?** → fix flagged GDDs, then re-run `/review-all-gdds`
- **No test framework?** → `/test-setup` to scaffold the framework for your engine
- **No QA plan for current sprint?** → `/qa-plan sprint` to generate one before implementation begins
- **Missing ADRs?** → `/architecture-decision` for individual decisions
- **No master architecture doc?** → `/create-architecture` for the full blueprint
- **ADRs missing engine compatibility sections?** → Re-run `/architecture-decision`
or manually add Engine Compatibility sections to existing ADRs
- **Missing control manifest?** → `/create-control-manifest` (requires Accepted ADRs)
- **Missing epics?** → `/create-epics layer: foundation` then `/create-epics layer: core` (requires control manifest)
- **Missing stories for an epic?** → `/create-stories [epic-slug]` (run after each epic is created)
- **Stories not implementation-ready?** → `/story-readiness` to validate stories before developers pick them up
- **Tests failing?** → delegate to `lead-programmer` or `qa-tester`
- **No playtest data?** → `/playtest-report`
- **No playtest sessions beyond the minimum?** → Additional sessions give more reliable signal. 3+ total is recommended before committing the full team. Use `/playtest-report` to structure findings.
- **No Difficulty Curve doc?** → Author `design/difficulty-curve.md` by hand from the template at `.claude/docs/templates/difficulty-curve.md`. (`/quick-design` is a related session but writes to `design/quick-specs/`, not to this path — use it to think the curve through, then copy the outcome here.)
- **No player journey map?** → Author `design/player-journey.md` by hand from the template at `.claude/docs/templates/player-journey.md`.
> **Neither of these has a skill that writes it — the remediations must not imply
> otherwise.** Naming "`/ux-design` Phase 2b" would point at the step that *reads*
> `design/player-journey.md`, landing the user back at the check that just
> failed. Naming `/quick-design` would point at a skill that writes
> `design/quick-specs/[name]-[date].md` and would leave this gate still failing.
> Both docs are hand-authored from their templates; say so plainly rather than
> naming a skill that cannot produce them.
- **Need a quick sprint check?** → `/sprint-status` for current sprint progress snapshot
- **Performance unknown?** → `/perf-profile`
- **Not localized?** → `/localize`
- **No security audit, or open CRITICAL/HIGH findings?** → `/security-audit` (after fixes, `/security-audit quick` to confirm)
- **Ready for release?** → `/launch-checklist`
---
## Collaborative Protocol
This skill follows the collaborative design principle:
1. **Scan first**: Check all artifacts and quality gates
2. **Ask about unknowns**: Don't assume PASS for things you can't verify
3. **Present findings**: Show the full checklist with status
4. **User decides**: The verdict is a recommendation — the user makes the final call on
what to do next; only the stage write is bound to it (Section 6)
5. **Get approval**: "May I write this gate check report to production/gate-checks/?"
6. **Never auto-fix**: If required artifacts are missing, report the FAIL verdict and
name the skill to run (e.g. "run `/test-setup`"). Do NOT create missing files or
re-run the gate automatically. Creating files to manufacture a PASS defeats the
gate's purpose.
**Never** block a user from working — the verdict decides only whether this skill
writes the new stage. On CONCERNS the user may advance by explicitly accepting the
listed risks, which the report records (Section 6); on FAIL or NOT ASSESSED the
stage stays where it is until a re-run passes, and nothing stops the user working
on the blockers meanwhile.