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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
175 lines
8.2 KiB
Markdown
175 lines
8.2 KiB
Markdown
# CCGS Skill Testing Framework
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Quality assurance infrastructure for the **Claude Code Game Studios** framework.
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Tests the skills and agents themselves — not any game built with them.
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**This ships as part of the template, and it is meant to.** CCGS is a template
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you are expected to customize — edit a skill, add your own, retune an agent. This
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folder is how you check that what you changed still holds up: `catalog.yaml`
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tracks all 74 skills and 49 agents, `quality-rubric.md` defines per-category
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pass/fail metrics, and `templates/` gives you the spec format for anything new
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you write. Driven by `/skill-test` and `/skill-improve`.
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> **If you remove it, two of the four `/skill-test` modes stop working.**
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>
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> | Mode | Without this folder |
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> |------|---------------------|
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> | `/skill-test static` | **Works** — the 7 structural checks read `SKILL.md` only |
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> | `/skill-test audit` | **Degrades** — reports that no catalog exists |
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> | `/skill-test spec` | **Breaks** — the behavioral specs live here |
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> | `/skill-test category` | **Breaks** — reads `quality-rubric.md` from here |
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> | `/skill-improve` | **Degrades** — its test-fix-retest loop loses the category pass |
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>
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> `/skill-test` and `/skill-improve` read this folder by path, so removing it is a
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> real trade, not a free cleanup — the table above states the actual cost.
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---
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## What's in here
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```
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CCGS Skill Testing Framework/
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├── README.md ← you are here
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├── CLAUDE.md ← tells Claude how to use this framework
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├── catalog.yaml ← master registry: all 74 skills + 49 agents, coverage tracking
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├── quality-rubric.md ← category-specific pass/fail metrics for /skill-test category
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│
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├── skills/ ← behavioral spec files for skills (73 of 74 — settings has none yet)
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│ ├── gate/ ← gate category specs
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│ ├── review/ ← review category specs
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│ ├── authoring/ ← authoring category specs
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│ ├── readiness/ ← readiness category specs
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│ ├── pipeline/ ← pipeline category specs
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│ ├── analysis/ ← analysis category specs
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│ ├── team/ ← team category specs
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│ ├── sprint/ ← sprint category specs
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│ └── utility/ ← utility category specs
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│
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├── agents/ ← behavioral spec files for agents (one per agent)
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│ ├── directors/ ← creative-director, technical-director, producer, art-director
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│ ├── leads/ ← lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead
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│ ├── specialists/ ← gameplay/engine/network/AI/tools/UI programmers, technical-artist, sound-designer, ux-designer, performance-analyst, prototyper, writer, world-builder
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│ ├── engine/ ← engine-specific specialists, split per engine:
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│ │ ├── godot/ ← Godot-specific specialists
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│ │ ├── unity/ ← Unity-specific specialists
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│ │ └── unreal/ ← Unreal-specific specialists
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│ ├── operations/ ← devops, release, live-ops, community, analytics, economy, localization
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│ └── qa/ ← qa-tester, security-engineer, accessibility-specialist
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│
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├── templates/ ← spec file templates for writing new specs
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│ ├── skill-test-spec.md ← template for skill behavioral specs
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│ └── agent-test-spec.md ← template for agent behavioral specs
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│
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└── results/ ← test run outputs (written by /skill-test spec; not gitignored — add it to .gitignore to keep them out of commits)
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```
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---
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## How to use it
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All testing is driven by two skills already in the framework:
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### Check structural compliance
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```
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/skill-test static [skill-name] # Check one skill (7 checks)
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/skill-test static all # Check all 74 skills
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```
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### Run a behavioral spec test
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```
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/skill-test spec gate-check # Evaluate a skill against its written spec
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/skill-test spec design-review
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/skill-test spec creative-director # Agents too: evaluates agents/directors/creative-director.md
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```
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### Check against category rubric
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```
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/skill-test category gate-check # Evaluate one skill against its category metrics
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/skill-test category art-director # Or one agent, against its agent category
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/skill-test category all # Run rubric checks across every categorized skill and agent
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```
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### See full coverage picture
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```
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/skill-test audit # Skills + agents: has-spec, last tested, result
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```
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### Improve a failing skill
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```
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/skill-improve gate-check # Test → diagnose → propose fix → retest loop
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```
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---
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## Skill categories
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| Category | Skills | Key metrics |
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|----------|--------|-------------|
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| `gate` | gate-check | Review mode read, full/lean/solo director panel, no auto-advance |
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| `review` | design-review, architecture-review, review-all-gdds | Read-only, 8-section check, correct verdicts |
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| `authoring` | design-system, quick-design, art-bible, create-architecture, … | Section-by-section May-I-write, skeleton-first |
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| `readiness` | story-readiness, story-done | Blockers surfaced, director gate in full mode |
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| `pipeline` | create-epics, create-stories, dev-story, map-systems, … | Upstream dependency check, handoff path clear |
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| `analysis` | consistency-check, balance-check, code-review, tech-debt, … | Read-only report, verdict keyword, no writes |
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| `team` | team-combat, team-narrative, team-audio, … | All required agents spawned, blocked surfaced |
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| `sprint` | sprint-plan, sprint-status, milestone-review, … | Reads sprint data, status keywords present |
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| `utility` | start, adopt, hotfix, localize, setup-engine, … | Passes static checks |
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---
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## Agent tiers
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| Tier (directory) | Agents |
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|------|--------|
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| `directors` | creative-director, technical-director, producer, art-director |
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| `leads` | lead-programmer, narrative-director, audio-director, game-designer, systems-designer, level-designer, qa-lead |
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| `specialists` | gameplay-programmer, engine-programmer, network-programmer, ai-programmer, tools-programmer, ui-programmer, ux-designer, technical-artist, sound-designer, performance-analyst, prototyper, writer, world-builder |
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| `engine/godot` | godot-specialist, godot-gdscript-specialist, godot-csharp-specialist, godot-shader-specialist, godot-gdextension-specialist |
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| `engine/unity` | unity-specialist, unity-ui-specialist, unity-shader-specialist, unity-dots-specialist, unity-addressables-specialist |
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| `engine/unreal` | unreal-specialist, ue-gas-specialist, ue-replication-specialist, ue-umg-specialist, ue-blueprint-specialist |
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| `operations` | devops-engineer, release-manager, live-ops-designer, community-manager, analytics-engineer, economy-designer, localization-lead |
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| `qa` | qa-tester, security-engineer, accessibility-specialist |
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---
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## Updating the catalog
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`catalog.yaml` tracks test coverage for every skill and agent. After running a test:
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- `/skill-test spec [name]` will offer to update `last_spec` and `last_spec_result`
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- `/skill-test category [name]` will offer to update `last_category` and `last_category_result`
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- `last_static` and `last_static_result` are updated manually or via `/skill-improve`
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---
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## Writing a new spec
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1. Find the spec template at `templates/skill-test-spec.md`
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2. Copy it to `skills/[category]/[skill-name].md`
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3. Update the `spec:` field in `catalog.yaml` to point to the new file
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4. Run `/skill-test spec [skill-name]` to validate it
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For an agent, copy `templates/agent-test-spec.md` to `agents/[tier]/[agent-name].md`,
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set the `spec:` field on its entry under `agents:` in `catalog.yaml`, and run
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`/skill-test spec [agent-name]`.
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---
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## Removing this framework
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No hook or import in the main project depends on this folder, but `/skill-test`
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and `/skill-improve` read it by path. To remove:
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```bash
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rm -rf "CCGS Skill Testing Framework"
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```
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Afterwards `/skill-test static` works as before, `spec` and `category` stop
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working, `audit` reports that no catalog exists, and `/skill-improve` skips its
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category checks — the table at the top of this file lists the cost per mode.
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