* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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name, description, argument-hint, user-invocable, allowed-tools
| name | description | argument-hint | user-invocable | allowed-tools |
|---|---|---|---|---|
| team-polish | Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality. | [feature or area to polish] | true | Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite |
When this skill is invoked, orchestrate the polish team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- performance-analyst — Profiling, optimization, memory analysis, frame budget
- technical-artist — VFX polish, shader optimization, visual quality
- sound-designer — Audio polish, mixing, ambient layers, feedback sounds
- qa-tester — Edge case testing, regression testing, soak testing
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: performance-analyst— Profiling, optimization, memory analysissubagent_type: technical-artist— VFX polish, shader optimization, visual qualitysubagent_type: sound-designer— Audio polish, mixing, ambient layerssubagent_type: qa-tester— Edge case testing, regression testing, soak testing
Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues). Launch independent agents in parallel where the pipeline allows it (e.g., Phases 3 and 4 can run simultaneously).
Pipeline
Phase 1: Assessment
Delegate to performance-analyst:
- Profile the target feature/area using
/perf-profile - Identify performance bottlenecks and frame budget violations
- Measure memory usage and check for leaks
- Benchmark against target hardware specs
- Output: performance report with prioritized optimization list
Phase 2: Optimization
Delegate to performance-analyst (with relevant programmers as needed):
- Fix performance hotspots identified in Phase 1
- Optimize draw calls, reduce overdraw
- Fix memory leaks and reduce allocation pressure
- Verify optimizations don't change gameplay behavior
- Output: optimized code with before/after metrics
Phase 3: Visual Polish (parallel with Phase 2)
Delegate to technical-artist:
- Review VFX for quality and consistency with art bible
- Optimize particle systems and shader effects
- Add screen shake, camera effects, and visual juice where appropriate
- Ensure effects degrade gracefully on lower settings
- Output: polished visual effects
Phase 4: Audio Polish (parallel with Phase 2)
Delegate to sound-designer:
- Review audio events for completeness (are any actions missing sound feedback?)
- Check audio mix levels — nothing too loud or too quiet relative to the mix
- Add ambient audio layers for atmosphere
- Verify audio plays correctly with spatial positioning
- Output: audio polish list and mixing notes
Phase 5: Hardening
Delegate to qa-tester:
- Test all edge cases: boundary conditions, rapid inputs, unusual sequences
- Soak test: run the feature for extended periods checking for degradation
- Stress test: maximum entities, worst-case scenarios
- Regression test: verify polish changes haven't broken existing functionality
- Test on minimum spec hardware (if available)
- Output: test results with any remaining issues
Phase 6: Sign-off
- Collect results from all team members
- Compare performance metrics against budgets
- Report: READY FOR RELEASE / NEEDS MORE WORK
- List any remaining issues with severity and recommendations
Output
A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.