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
1.5 KiB
Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
CD-PHASE-GATE — Creative Readiness at Phase Transition
Agent: creative-director | Model tier: Opus | Domain: Vision, pillars, player experience
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
Context to pass:
- Target phase name and the resolved
workflowtier - The target gate's required and recommended artifacts at the resolved tier (from
/gate-check's loaded gate file) - List of all artifacts present (file paths)
- Game pillars and core fantasy
Prompt:
"Review the current project state for [target phase] gate readiness from a creative direction perspective, judged against what this gate requires at this tier (the required-artifacts list you were given). Are the game pillars faithfully represented in the design artifacts this phase requires? Does the current state preserve the core fantasy? Do any design decisions in the GDDs, architecture or build that exist so far compromise the intended player experience? A required artifact passed as "none" is a finding; one passed as "not expected before [phase]" or "not required at
workflow: [tier]" is not a finding. Return READY, CONCERNS [list], or NOT READY [blockers]."
Verdicts: READY / CONCERNS / NOT READY