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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
24 lines
1.1 KiB
Markdown
24 lines
1.1 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-GDD-ALIGN — GDD Pillar Alignment Check
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: After a system GDD is authored (design-system, or any workflow that
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produces a GDD)
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**Context to pass**:
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- GDD file path
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- Game pillars (from `design/gdd/game-concept.md` or `design/gdd/game-pillars.md`; if there is neither, `design/game-brief.md` has no pillars — pass its pitch and "what they feel" line)
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- MDA aesthetics target for this game
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- System's stated Player Fantasy section
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**Prompt**:
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> "Review this system GDD for pillar alignment. Does every section serve the stated
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> pillars? Are there mechanics or rules that contradict or weaken a pillar? Does
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> the Player Fantasy section match the game's core fantasy? Return APPROVE, CONCERNS
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> [specific sections with issues], or REJECT [pillar violations that must be
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> redesigned before this system is implementable]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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