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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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Claude Code Game Studios -- Complete Workflow Guide

How to go from zero to a shipped game using the Agent Architecture.

This guide walks you through every phase of game development using the 49-agent system, 74 slash commands, and 12 automated hooks. It assumes you have Claude Code installed and are working from the project root.

The pipeline has 7 phases. At rigor: standard and full, each phase has a formal gate (/gate-check) that must pass before you advance. At rigor: minimal -- the default -- nothing requires a gate; see The Default Path. The authoritative phase sequence is defined in .claude/docs/workflow-catalog.yaml and read by /help.


Table of Contents

  1. Quick Start
  2. The Default Path: Rigor Minimal
  3. Phase 1: Concept
  4. Phase 2: Systems Design
  5. Phase 3: Technical Setup
  6. Phase 4: Pre-Production
  7. Phase 5: Production
  8. Phase 6: Polish
  9. Phase 7: Release
  10. Cross-Cutting Concerns
  11. Appendix A: Agent Quick-Reference
  12. Appendix B: Slash Command Quick-Reference
  13. Appendix C: Common Workflows

Quick Start

What You Need

Before you start, make sure you have:

  • Claude Code installed and working
  • Git with Git Bash (Windows) or standard terminal (Mac/Linux)
  • jq (optional but recommended -- hooks fall back to grep if missing)
  • Python 3 (required -- every skill and hook reads project.yaml through it; without it every setting silently falls back to its default)

Step 1: Clone and Open

git clone <repo-url> my-game
cd my-game

Step 2: Run /start

If this is your first session:

/start

This guided onboarding asks where you are and routes you to the right phase:

  • Path A -- No idea yet: routes to /brainstorm
  • Path B -- Vague idea: routes to /brainstorm with seed
  • Path C -- Clear concept: routes to /brainstorm to write it down, or straight to /setup-engine
  • Path D1 -- Existing project, few artifacts: normal flow
  • Path D2 -- Existing project, GDDs/ADRs exist: runs /project-stage-detect then /adopt for brownfield migration

Step 3: Verify Hooks Are Working

Start a new Claude Code session. You should see output from the session-start.sh hook:

=== Claude Code Game Studios -- Session Context ===
Branch: main
Recent commits:
  abc1234 Initial commit
===================================

If you see this, hooks are working. If not, check .claude/settings.json to make sure the hook paths are correct for your OS.

Step 4: Ask for Help Anytime

At any point, run:

/help

This reads your current phase from project.stage in project.yaml (falling back to production/stage.txt) -- at rigor: minimal, where the stage never moves, it follows the minimal route instead -- checks which artifacts exist, and tells you exactly what to do next. It distinguishes between REQUIRED next steps and OPTIONAL opportunities.

Step 5: Create Your Directory Structure

Directories are created as needed. The system expects this layout:

src/                  # Game source code (Godot; Unity: Assets/, Unreal: Source/<Module>/)
  core/               # Engine/framework code
  gameplay/           # Gameplay systems
  ai/                 # AI systems
  networking/         # Multiplayer code
  ui/                 # UI code
  tools/              # Dev tools
assets/               # Game assets
  art/                # Sprites, models, textures
  audio/              # Music, SFX
  vfx/                # Particle effects
  shaders/            # Shader files
  data/               # JSON config/balance data
design/               # Design documents
  gdd/                # Game design documents
  narrative/          # Story, lore, dialogue
  levels/             # Level design documents
  balance/            # Balance spreadsheets and data
  ux/                 # UX specifications
docs/                 # Technical documentation
  architecture/       # Architecture Decision Records
  api/                # API documentation
  postmortems/        # Post-mortems
tests/                # Test suites
prototypes/           # Throwaway prototypes
production/           # Sprint plans, milestones, releases
  sprints/
  milestones/
  releases/
  epics/              # Epic and story files (from /create-epics + /create-stories)
  playtests/          # Playtest reports
  session-state/      # Ephemeral session state (gitignored)
  session-logs/       # Session audit trail (gitignored)

Tip: You do not need all of these on day one. Create directories as you reach the phase that needs them. The important thing is to follow this structure when you do create them, because the rules system enforces standards based on file paths. Code in src/gameplay/ gets gameplay rules, code in src/ai/ gets AI rules, and so on — and the same for C# and C++ in Unity and Unreal Gameplay/ and AI/ folders.


The Default Path: Rigor Minimal

modes.rigor defaults to minimal (/start asks which tier fits; /settings changes it any time). At minimal the path to code is four steps:

  1. /setup-engine -- configure the engine
  2. /brainstorm -- writes the one-page design/game-brief.md, which replaces the full concept doc, the systems decomposition and the per-system GDDs
  3. /create-stories -- turns the brief's MVP list and build order into stories under production/epics/<slug>/. No /create-epics, no /sprint-plan: the brief's build order is the plan
  4. /dev-story then /story-done, story by story. /story-done names the next story, and /help knows this route

Nothing on this path runs /gate-check, so project.stage stays at Concept -- that is expected. Every skill still runs at any tier; rigor changes what is required, not what is allowed.

The trade: there are no GDDs to catch design problems before they reach code. Raise rigor with /settings when the game outgrows a one-page brief -- several systems that affect each other, a design someone else implements, a team, or a firm release date. Existing files stay where they are, and /help shows what the new tier requires next.

The rest of this guide describes the standard/full pipeline.


Phase 1: Concept

What Happens in This Phase

You go from "no idea" or "vague idea" to a structured game concept document with defined pillars and a player journey. This is where you figure out what you are making and why.

Phase 1 Pipeline

/brainstorm  -->  game-concept.md  -->  /design-review  -->  /setup-engine
     |                                        |                    |
     v                                        v                    v
  10 concepts     Concept doc with       Validation          Engine pinned in
  MDA analysis    pillars, MDA,          of concept          project.yaml
  Player motiv.   core loop, USP         document
                                                                   |
                                                                   v
                                                             /prototype
                                                       (concept prototype — 1-3 days)
                                                        PROCEED ↓     PIVOT → /brainstorm
                                                                   |
                                                                   v (PROCEED)
                                                             /map-systems
                                                                   |
                                                                   v
                                                            systems-index.md
                                                            (all systems, deps,
                                                             priority tiers)

Step 1.1: Brainstorm With /brainstorm

This is your starting point. Run the brainstorm skill:

/brainstorm

Or with a genre hint:

/brainstorm roguelike deckbuilder

What happens: The brainstorm skill guides you through a collaborative 6-phase ideation process using professional studio techniques:

  1. Asks about your interests, themes, and constraints
  2. Generates 10 concept seeds with MDA (Mechanics, Dynamics, Aesthetics) analysis
  3. You pick 2-3 favorites for deep analysis
  4. Performs player motivation mapping and audience targeting
  5. You choose the winning concept
  6. Formalizes it into design/gdd/game-concept.md

The concept document includes:

  • Elevator pitch (one sentence)
  • Core fantasy (what the player imagines themselves doing)
  • MDA breakdown
  • Target audience (Bartle types, demographics)
  • Core loop diagram
  • Unique selling proposition
  • Comparable titles and differentiation
  • Game pillars (3-5 non-negotiable design values)
  • Anti-pillars (things the game intentionally avoids)
/design-review design/gdd/game-concept.md

Validates structure and completeness before you proceed.

Step 1.3: Choose Your Engine

/setup-engine

Or with a specific engine:

/setup-engine godot 4.6

What /setup-engine does:

  • Writes engine, language, specialists, naming conventions, and performance budgets to project.yaml (the source of truth) and mirrors them to .claude/docs/technical-preferences.md (the human-readable legacy fallback)
  • Detects knowledge gaps (engine version newer than LLM training data) and advises cross-referencing docs/engine-reference/
  • Creates version-pinned reference docs in docs/engine-reference/

Why this matters: Once you set the engine, the system knows which engine-specialist agents to use. If you pick Godot, agents like godot-specialist, godot-gdscript-specialist, and godot-shader-specialist become your go-to experts.

Step 1.4: Decompose Your Concept Into Systems

Before writing individual GDDs, enumerate all the systems your game needs:

/map-systems

This creates design/gdd/systems-index.md -- a master tracking document that:

  • Lists every system your game needs (combat, movement, UI, etc.)
  • Maps dependencies between systems
  • Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
  • Determines design order (Foundation > Core > Feature > Presentation > Polish)

This step is required before proceeding to Phase 2. Research from 155 game postmortems confirms that skipping systems enumeration costs 5-10x more in production.

Step 1.5: Art Bible

/art-bible

Authors design/art/art-bible.md, the visual identity every asset follows. Run it once the concept is approved; /art-bible suggests doing it before /map-systems (Step 1.4). Sections 1–4 are needed before /gate-check pre-production, and all 9 before /gate-check production. At standard it is required only when the game has visual-asset stories; at minimal it is optional.

Phase 1 Gate

/gate-check systems-design

Requirements to pass:

  • design/gdd/game-concept.md with content, the game pillars, and a Visual Identity Anchor section (at minimal: design/game-brief.md with content)
  • Recommended: a concept prototype whose REPORT.md says PROCEED

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-systems-design.md, has the full checklist and what each tier drops.

Verdict: PASS / CONCERNS / NOT ASSESSED / FAIL. PASS advances the stage. On CONCERNS it advances only if you explicitly accept the risks, which are recorded; a FAIL never advances it. NOT ASSESSED means something required could not be checked.


Phase 2: Systems Design

What Happens in This Phase

You create all the design documents that define how your game works. Nothing gets coded yet -- this is pure design. Each system identified in the systems index gets its own GDD, authored section by section, reviewed individually, and then all GDDs are cross-checked for consistency.

Phase 2 Pipeline

/map-systems next  -->  /design-system  -->  /design-review
       |                     |                     |
       v                     v                     v
  Picks next system    Section-by-section     Validates 8
  from systems-index   GDD authoring          required sections
                       (incremental writes)   APPROVED/NEEDS REVISION
       |
       |  (repeat for each MVP system)
       v
/review-all-gdds
       |
       v
  Cross-GDD consistency + design theory review
  PASS / CONCERNS / NOT ASSESSED / FAIL

Step 2.1: Author System GDDs

Design each system in dependency order using the guided workflow:

/map-systems next

This picks the highest-priority undesigned system and hands off to /design-system, which guides you through creating its GDD section by section.

You can also design a specific system directly:

/design-system combat-system

What /design-system does:

  1. Reads your game concept, systems index, and any upstream/downstream GDDs
  2. Runs a Technical Feasibility Pre-Check (domain mapping + feasibility brief)
  3. Walks you through each of the 8 required GDD sections one at a time
  4. Each section follows: Context > Questions > Options > Decision > Draft > Approval > Write
  5. Each section is written to file immediately after approval (survives crashes)
  6. Flags conflicts with existing approved GDDs
  7. Routes to specialist agents per category (systems-designer for math, economy-designer for economy, narrative-director for story systems)

The 8 required GDD sections:

# Section What Goes Here
1 Overview One-paragraph summary of the system
2 Player Fantasy What the player imagines/feels when using this system
3 Detailed Rules Unambiguous mechanical rules
4 Formulas Every calculation, with variable definitions and ranges
5 Edge Cases What happens in weird situations? Explicitly resolved.
6 Dependencies What other systems this connects to (bidirectional)
7 Tuning Knobs Which values designers can safely change, with safe ranges
8 Acceptance Criteria How do you test that this works? Specific, measurable.

Plus a Game Feel section: feel reference, input responsiveness (ms/frames), animation feel targets (startup/active/recovery), impact moments, weight profile.

Step 2.2: Review Each GDD

Before the next system starts, validate the current one:

/design-review design/gdd/combat-system.md

Checks the sections your modes.workflow tier requires (all 8 at full, 5 at standard) for completeness, formula clarity, edge case resolution, bidirectional dependencies, and testable acceptance criteria.

Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED / NOT ASSESSED. Only APPROVED GDDs should proceed.

Step 2.3: Small Changes Without Full GDDs

For tuning changes, small additions, or tweaks that do not warrant a full GDD:

/quick-design "add 10% damage bonus for flanking attacks"

This creates a lightweight spec in design/quick-specs/ instead of a full 8-section GDD. Use it for tuning, number changes, and small additions.

Step 2.4: Cross-GDD Consistency Review

After all MVP system GDDs are approved individually:

/review-all-gdds

This reads ALL GDDs simultaneously and runs two analysis phases:

Phase 1 -- Cross-GDD Consistency:

  • Dependency bidirectionality (A references B, does B reference A?)
  • Rule contradictions between systems
  • Stale references to renamed or removed systems
  • Ownership conflicts (two systems claiming the same responsibility)
  • Formula range compatibility (does System A's output fit System B's input?)
  • Acceptance criteria cross-check

Phase 2 -- Design Theory (Game Design Holism):

  • Competing progression loops (do two systems fight for the same reward space?)
  • Cognitive load (more than 4 active systems at once?)
  • Dominant strategies (one approach that makes all others irrelevant)
  • Economic loop analysis (sources and sinks balanced?)
  • Difficulty curve consistency across systems
  • Pillar alignment and anti-pillar violations
  • Player fantasy coherence

Output: design/gdd/gdd-cross-review-[date].md with a verdict.

Step 2.5: Narrative Design (If Applicable)

If your game has story, lore, or dialogue, this is when you build it:

  1. World-building -- Use world-builder to define factions, history, geography, and rules of your world
  2. Story structure -- Use narrative-director to design story arcs, character arcs, and narrative beats
  3. Character sheets -- Use the narrative-character-sheet.md template

Phase 2 Gate

/gate-check technical-setup

Requirements to pass:

  • design/gdd/systems-index.md listing at least the MVP systems, with their dependencies mapped
  • A GDD for every MVP system, each passing /design-review (no MAJOR REVISION NEEDED)
  • A cross-GDD review report from /review-all-gdds whose verdict is not FAIL — and not NOT ASSESSED, which means the GDDs could not be compared

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-technical-setup.md, has the full checklist and what each tier drops.


Phase 3: Technical Setup

What Happens in This Phase

You make key technical decisions, document them as Architecture Decision Records (ADRs), validate them through review, and produce a control manifest that gives programmers flat, actionable rules. You also establish UX foundations.

Phase 3 Pipeline

/create-architecture  -->  /architecture-decision (x N)  -->  /architecture-review
        |                          |                                   |
        v                          v                                   v
  Master architecture       Per-decision ADRs              Validates completeness,
  document covering         in docs/architecture/          dependency ordering,
  all systems               adr-*.md                       engine compatibility
                                                                      |
                                                                      v
                                                         /create-control-manifest
                                                                      |
                                                                      v
                                                         Flat programmer rules
                                                         docs/architecture/
                                                         control-manifest.md
        Also in this phase:
        -------------------
        /ux-design  -->  /ux-review
        Accessibility requirements doc  (/ux-design accessibility)
        Interaction pattern library     (/ux-design patterns)
        /test-setup  -->  test framework + CI workflow

Step 3.1: Master Architecture Document

/create-architecture

Creates the overarching architecture document in docs/architecture/architecture.md covering system boundaries, data flow, and integration points.

Step 3.2: Architecture Decision Records (ADRs)

For each significant technical decision:

/architecture-decision "State Machine vs Behavior Tree for NPC AI"

What happens: The skill guides you through creating an ADR with:

  • Context and decision drivers
  • All options with pros/cons and engine compatibility
  • Chosen option with rationale
  • Consequences (positive, negative, risks)
  • Dependencies (Depends On, Enables, Blocks, Ordering Note)
  • GDD Requirements Addressed (linked by TR-ID)

ADRs go through a lifecycle: Proposed > Accepted > Superseded/Deprecated.

Minimum 3 Foundation-layer ADRs are required before the gate check.

Retrofitting existing ADRs: If you already have ADRs from a brownfield project:

/architecture-decision retrofit docs/architecture/adr-005.md

This detects which template sections are missing and adds only those, never overwriting existing content.

Step 3.3: Architecture Review

/architecture-review

Validates all ADRs together:

  • Topological sort of ADR dependencies (detects cycles)
  • Engine compatibility verification
  • GDD Revision Flags (flags GDD sections that need updates based on ADR choices)
  • TR-ID registry maintenance (docs/architecture/tr-registry.yaml)

Step 3.4: Control Manifest

/create-control-manifest

Takes all Accepted ADRs and produces a flat programmer rules sheet:

docs/architecture/control-manifest.md

This contains Required patterns, Forbidden patterns, and Guardrails organized by code layer. Stories created later embed the manifest version date so staleness can be detected.

Step 3.5: Accessibility Requirements

Create design/accessibility-requirements.md using the template. Commit to a tier (Basic / Standard / Comprehensive / Exemplary) and fill the 4-axis feature matrix (visual, motor, cognitive, auditory).

This document is required in Phase 3 because UX specs (written in Phase 4) reference this tier — it is a design prerequisite, not a UX deliverable. /ux-design accessibility authors it; /ux-design patterns starts the interaction pattern library (design/ux/interaction-patterns.md), which the same gate checks.

Step 3.6: Test Framework

/test-setup

Scaffolds the engine's test root, .github/workflows/tests.yml and one example test; the Pre-Production gate checks for them. /test-helpers can follow once there are systems to test.

Phase 3 Gate

/gate-check pre-production

Requirements to pass:

  • The engine configured, project.yaml populated (engine, naming, performance) and the engine reference docs present
  • Art bible Sections 1–4 (design/art/art-bible.md)
  • docs/architecture/architecture.md, at least 3 ADRs covering Foundation-layer systems, an /architecture-review report and docs/architecture/requirements-traceability.md
  • The test framework in the engine's test root, .github/workflows/tests.yml and one example test (/test-setup)
  • design/accessibility-requirements.md and design/ux/interaction-patterns.md (/ux-design accessibility, /ux-design patterns)

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-pre-production.md, has the full checklist and what each tier drops.


Phase 4: Pre-Production

What Happens in This Phase

You create UX specs for key screens, prototype risky mechanics, turn design documents into implementable stories, plan your first sprint, and build a Vertical Slice that proves the core loop is fun.

Phase 4 Pipeline

/ux-design  -->  /vertical-slice  -->  /create-epics  -->  /create-stories  -->  /sprint-plan
    |                   |                   |                   |                       |
    v                   v                   v                   v                       v
  UX specs       Production-quality   Epic files in       Story files in          First sprint with
  design/ux/     end-to-end build     production/         production/             prioritized stories
                 in prototypes/       epics/*/EPIC.md     epics/*/story-*.md      production/sprints/
                 PROCEED/PIVOT/KILL   (one per module)    (one per behaviour)     sprint-*.md
    |                                                          |
    v                                                          v
 /ux-review                                             /story-readiness
 (validates specs                                       (validates each story
  before epics)                                          before pickup)
                                                               |
                                                               v
                                                           /dev-story
                                                         (implements the story,
                                                          routes to right agent)

Step 4.1: UX Specs for Key Screens

Before writing epics, create UX specs so that story authors know what screens exist and what player interactions they must support.

UX Specs:

/ux-design main-menu
/ux-design core-gameplay-hud

Three modes: screen/flow, HUD, and interaction patterns. Output goes to design/ux/. Each spec includes: player need, layout zones, states, interaction map, data requirements, events fired, accessibility, localization.

Reads your accessibility-requirements.md (written in Phase 3) and your input method config from project.yaml (the platform.* block, falling back to technical-preferences.md) to drive accessibility and input coverage checks — no need to re-specify them per screen.

Tip: /design-system emits a 📌 UX Flag for every system with UI requirements. Use those flags as a checklist for which screens need specs.

Interaction Pattern Library:

/ux-design patterns

Started in Phase 3 (the Pre-Production gate checks it); extend it here as the key screens add patterns. design/ux/interaction-patterns.md holds 16 standard controls plus game-specific patterns (inventory slot, ability icon, HUD bar, dialogue box, etc.) with animation and sound standards.

UX Review:

/ux-review all

Validates UX specs for GDD alignment and accessibility tier compliance. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict.

Step 4.2: Build the Vertical Slice

The vertical slice is the production-quality proof that you can build the full game loop end-to-end before committing to full Production.

/vertical-slice

What it proves: Does a player, starting from nothing, experience the core fantasy within a few minutes, without developer guidance?

What it builds: A near-production-quality playable build covering at least one complete [start → challenge → resolution] cycle. Uses real architecture layers, real naming conventions, no hardcoded values — but not final art or audio. This is not a throwaway like the concept prototype; it demonstrates production pipeline feasibility.

Note on concept prototyping: If you ran /prototype in Phase 1 (Concept), you already validated the core idea is fun. The vertical slice now validates you can build it properly. They answer different questions. If you skipped the concept prototype, now is a reasonable time to run one first before investing in the full slice.

Verdict: The vertical slice produces a PROCEED / PIVOT / KILL verdict, or NOT ASSESSED while nobody has played it through.

  • PROCEED → move to Step 4.3 (epics and stories)
  • PIVOT → revise affected GDDs with /design-system [mechanic], then re-run /vertical-slice
  • KILL → return to /brainstorm with what you learned

Step 4.3: Create Epics and Stories From Design Artifacts

/create-epics layer: foundation
/create-stories [epic-slug]   # repeat for each epic
/create-epics layer: core
/create-stories [epic-slug]   # repeat for each core epic

/create-epics reads your GDDs, ADRs, and architecture to define epic scope — one epic per architectural module. Then /create-stories breaks each epic into implementable story files in production/epics/[slug]/. Each story embeds:

  • GDD requirement references (TR-IDs, not quoted text -- stays fresh)
  • ADR references (only from Accepted ADRs; Proposed ADRs cause Status: Blocked)
  • Control manifest version date (for staleness detection)
  • Engine-specific implementation notes
  • Acceptance criteria from the GDD

Once stories exist, run /dev-story [story-path] to implement one — it routes automatically to the correct programmer agent.

Step 4.4: Validate Stories Before Pickup

/story-readiness production/epics/combat/story-combat-damage-calc.md

Checks: Design completeness, Architecture coverage, Scope clarity, Definition of Done. Verdict: READY / NEEDS WORK / BLOCKED / NOT ASSESSED.

Step 4.5: Effort Estimation

/estimate production/epics/combat/story-combat-damage-calc.md

Provides effort estimates with risk assessment.

Step 4.6: Plan Your First Sprint

/sprint-plan new

What happens: The producer agent collaborates on sprint planning:

  • Asks for sprint goal and available time
  • Breaks the goal into Must Have / Should Have / Nice to Have tasks
  • Identifies risks and blockers
  • Creates production/sprints/sprint-001.md
  • Populates production/sprint-status.yaml (machine-readable story tracking)

Before advancing to Production, build and playtest a Vertical Slice:

  • One complete end-to-end core loop, playable from start to finish
  • Representative quality (not placeholder everything)
  • Played unguided in at least 1 documented session (3+ recommended)
  • Playtest report written (/playtest-report)

/gate-check production treats it as recommended, not blocking: a skipped slice is CONCERNS, a slice nobody has played is NOT ASSESSED, and a built slice that is broken or not fun is a FAIL. At workflow: minimal the slice items drop: the gate asks instead whether the current build's core loop is fun and runs end to end.

Phase 4 Gate

/gate-check production

Requirements to pass:

  • A first sprint plan in production/sprints/, and Foundation and Core epics with their stories under production/epics/
  • The complete art bible (all 9 sections) with its AD-ART-BIBLE sign-off recorded
  • Every MVP GDD complete, the master architecture document, Foundation and Core ADRs Accepted, and the control manifest
  • UX specs for the key screens (main menu, HUD, pause menu) that passed /ux-review
  • Recommended, not blocking: a Vertical Slice built and played in at least one documented session. Skipped → CONCERNS; built but broken or not fun → FAIL; built but not yet played → NOT ASSESSED

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-production.md, has the full checklist and what each tier drops.


Phase 5: Production

What Happens in This Phase

This is the core production loop. You work in sprints (typically 1-2 weeks), implementing features story by story, tracking progress, and closing stories through a structured completion review. This phase repeats until your game is content-complete.

Phase 5 Pipeline (Per Sprint)

/sprint-plan new  -->  /story-readiness  -->  implement  -->  /story-done
       |                     |                    |                |
       v                     v                    v                v
  Sprint created       Story validated      Code written     8-phase review:
  sprint-status.yaml   READY verdict        Tests pass       verify criteria,
  populated                                                  check deviations,
                                                             update story status
       |
       |  (repeat per story until sprint complete)
       v
  /sprint-status  (quick 30-line snapshot anytime)
  /scope-check    (if scope is growing)
  /retrospective  (at sprint end)

Step 5.1: The Story Lifecycle

The production phase centers on the story lifecycle:

/story-readiness  -->  implement  -->  /story-done  -->  next story

1. Story Readiness: Before picking up a story, validate it:

/story-readiness production/epics/combat/story-combat-damage-calc.md

This checks design completeness, architecture coverage, ADR status (blocks if ADR is still Proposed), control manifest version (warns if stale), and scope clarity. Verdict: READY / NEEDS WORK / BLOCKED / NOT ASSESSED.

2. Implementation: Work with the appropriate agents:

  • gameplay-programmer for gameplay systems
  • engine-programmer for core engine work
  • ai-programmer for AI behavior
  • network-programmer for multiplayer
  • ui-programmer for UI code
  • tools-programmer for dev tools

All agents follow the collaborative protocol: they read the design doc, ask clarifying questions, present architectural options, get your approval, then implement.

3. Story Completion: When a story is done:

/story-done production/epics/combat/story-combat-damage-calc.md

This runs an 8-phase completion review:

  1. Find and read the story file
  2. Load referenced GDD, ADRs, and control manifest
  3. Verify acceptance criteria (auto-checkable, manual, deferred)
  4. Check for GDD/ADR deviations (BLOCKING / ADVISORY / OUT OF SCOPE)
  5. Prompt for code review
  6. Generate completion report (COMPLETE / COMPLETE WITH NOTES / BLOCKED)
  7. Update story Status: Complete with completion notes
  8. Surface the next ready story

Tech debt discovered during review is logged to docs/tech-debt-register.md.

Step 5.2: Sprint Tracking

Check progress anytime:

/sprint-status

Quick 30-line snapshot reading from production/sprint-status.yaml.

If scope is growing:

/scope-check production/sprints/sprint-003.md

This compares current scope against the original plan and flags scope increase, recommends cuts.

Step 5.3: Content Tracking

/content-audit

Compares GDD-specified content against what has been implemented. Catches content gaps early.

Step 5.4: Design Change Propagation

When a GDD changes after stories have been created:

/propagate-design-change design/gdd/combat-system.md

Git-diffs the GDD, finds affected ADRs, generates an impact report, and walks you through Superseded/update/keep decisions.

Step 5.5: Multi-System Features (Team Orchestration)

For features spanning multiple domains, use team skills:

/team-combat "healing ability with HoT and cleanse"
/team-narrative "Act 2 story content"
/team-ui "inventory screen redesign"
/team-level "forest dungeon level"
/team-audio "combat audio pass"

Each team skill coordinates a 6-phase collaborative workflow:

  1. Design -- game-designer asks questions, presents options
  2. Architecture -- lead-programmer proposes code structure
  3. Parallel Implementation -- specialists work simultaneously
  4. Integration -- gameplay-programmer wires everything together
  5. Validation -- qa-tester runs against acceptance criteria
  6. Report -- coordinator summarizes status

The orchestration is automated, but decision points stay with you.

Step 5.6: Sprint Review and Next Sprint

At the end of a sprint:

/retrospective

Analyzes planned vs. completed, velocity, blockers, and actionable improvements.

Then plan the next sprint:

/sprint-plan new

Step 5.7: Milestone Reviews

At milestone checkpoints:

/milestone-review "alpha"

Produces feature completeness, quality metrics, risk assessment, and go/no-go recommendation.

Phase 5 Gate

/gate-check polish

Requirements to pass:

  • Every core GDD mechanic implemented, and the main gameplay path playable end to end
  • Tests in the engine's test root covering the Logic and Integration stories, and passing
  • A smoke-check report in production/qa/ with PASS or PASS WITH WARNINGS
  • A /team-qa sign-off (APPROVED or APPROVED WITH CONDITIONS)
  • At least 3 documented playtest sessions (new player, mid-game, difficulty curve) and the fun hypothesis validated or revised
  • No open S1 Critical bugs, and performance within budget

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-polish.md, has the full checklist and what each tier drops.


Phase 6: Polish

What Happens in This Phase

Your game is feature-complete. Now you make it good. This phase focuses on performance, balance, accessibility, audio, visual polish, and playtesting.

Phase 6 Pipeline

/perf-profile  -->  /balance-check  -->  /asset-audit  -->  /playtest-report (x3)
       |                  |                    |                    |
       v                  v                    v                    v
  Profile CPU/GPU    Analyze formulas     Verify naming,      Cover: new player,
  memory, optimize   and data for         formats, sizes      mid-game, difficulty
  bottlenecks        broken progressions                      curve

  /tech-debt  -->  /team-polish
       |                |
       v                v
  Track and        Coordinated pass:
  prioritize       performance + art +
  debt items       audio + UX + QA

  /security-audit  -->  /localize qa  -->  /release-checklist  -->  /changelog
                        (per language)                           + /patch-notes
  Release readiness: the Polish -> Release gate checks all four.

Step 6.1: Performance Profiling

/perf-profile

Guides you through structured performance profiling:

  • Establish targets (FPS, memory, platform)
  • Identify bottlenecks ranked by impact
  • Generate actionable optimization tasks with code locations and expected gains

Step 6.2: Balance Analysis

/balance-check assets/data/combat_damage.json

Analyzes balance data for statistical outliers, broken progression curves, degenerate strategies, and economy imbalances.

Step 6.3: Asset Audit

/asset-audit

Verifies naming conventions, file format standards, and size budgets across all assets.

Step 6.4: Playtesting (Required: 3 Sessions)

/playtest-report

Generates structured playtest reports. Three sessions are required, covering:

  • New player experience
  • Mid-game systems
  • Difficulty curve

Step 6.5: Technical Debt Assessment

/tech-debt

Scans for TODO/FIXME/HACK comments, code duplication, overly complex functions, missing tests, and outdated dependencies. Each item categorized and prioritized.

Step 6.6: Coordinated Polish Pass

/team-polish "combat system"

Coordinates 4 specialists in parallel:

  1. Performance optimization (performance-analyst lists the optimisations; a programmer in the active set implements them — at team.size: individual, where none is active, the list is handed to /dev-story)
  2. Visual polish (technical-artist)
  3. Audio polish (sound-designer)
  4. Feel/juice (gameplay-programmer + technical-artist)

You set priorities; the team executes with your approval at each step.

Step 6.7: Localization and Accessibility

/localize scan

Scans for hardcoded strings, concatenation that breaks translation, text that does not account for expansion, and missing locale files.

Accessibility is audited against the tier committed in Phase 3's accessibility requirements document.

Step 6.8: Security Audit

/security-audit

Required for the release gate at standard and full: the newest report must have no open CRITICAL or HIGH finding. A report whose recommendation is NOT ASSESSED leaves the gate's security item NOT ASSESSED.

Step 6.9: Localization QA

/localize qa

Run it for every language you ship. At full the release gate needs a PASS (or PASS WITH CONDITIONS) for each; a locale nobody has checked is NOT ASSESSED.

Step 6.10: Release Checklist

/release-checklist all

The argument is the platform scope (pc, console, mobile or all), not a version.

Generates a comprehensive pre-release checklist covering:

  • Build verification (all platforms compile and run)
  • Certification requirements (platform-specific)
  • Store metadata (descriptions, screenshots, trailers)
  • Legal compliance (EULA, privacy policy, ratings)
  • Save game compatibility
  • Analytics verification

Step 6.11: Changelog and Patch Notes

/patch-notes v1.0.0

Generates player-friendly patch notes from git history and sprint data. Translates developer language into player language.

/changelog v1.0.0

Generates an internal changelog (more technical, for the team).

The release gate needs the changelog or the patch notes drafted, so write them now; /team-release publishes them once the release is a GO.

Phase 6 Gate

/gate-check release

Requirements to pass:

  • Every milestone feature implemented and the content complete
  • A QA test plan and a QA sign-off, and every Must Have story's test evidence (UI: retained screenshots; Visual/Feel: screenshots plus lead sign-off)
  • Smoke check PASS on the release candidate, and the test suite passing
  • /balance-check run, the release checklist completed, and the changelog or patch notes drafted
  • No open S1–S3 bugs, the newest /security-audit with no open CRITICAL or HIGH finding, and a /localize qa pass for every locale you ship

This is the full list. standard and minimal drop items; the gate's own file, .claude/skills/gate-check/references/gate-release.md, has the full checklist and what each tier drops.


Phase 7: Release

What Happens in This Phase

Your game is polished, tested, and ready. Now you ship it.

Phase 7 Pipeline

/launch-checklist  -->  /team-release
        |                      |
        v                      v
  Full cross-department    Coordinate:
  validation (Go/No-Go     build, QA sign-off,
  per department)          deployment, launch

  The release checklist, security audit and patch notes are done in Polish,
  before /gate-check release.   Also: /hotfix, /day-one-patch

Step 7.1: Launch Readiness (Full Validation)

/launch-checklist

Complete cross-department validation:

Department What Is Checked
Engineering Build stability, crash rates, memory leaks, load times
Design Feature completeness, tutorial flow, difficulty curve
Art Asset quality, missing textures, LOD levels
Audio Missing sounds, mixing levels, spatial audio
QA Open bug count by severity, regression suite pass rate
Narrative Dialogue completeness, lore consistency, typos
Localization All strings translated, no truncation, locale testing
Accessibility Compliance checklist, assistive feature testing
Store Metadata complete, screenshots approved, pricing set
Marketing Press kit ready, launch trailer, social media scheduled
Community Patch notes draft, FAQ prepared, support channels ready
Infrastructure Servers scaled, CDN configured, monitoring active
Legal EULA finalized, privacy policy, COPPA/GDPR compliance

What no file can settle — the EULA, pricing, the on-call schedule — is asked once per section: yes, no, not yet or N/A. A "no" or "not yet" is a failed item. The overall status is READY, CONDITIONAL (only items with a workaround or an accepted risk remain), NOT ASSESSED (something is still unconfirmed) or NOT READY (a blocking item failed).

Step 7.2: Coordinate the Release

/team-release

Coordinates release-manager, QA, and DevOps through:

  1. Pre-release validation
  2. Build management
  3. Final QA sign-off
  4. Deployment preparation
  5. Go/No-Go decision

Step 7.3: Ship

The validate-push hook will warn you when pushing to main or a release/* branch. This is intentional -- release pushes should be deliberate:

git tag v1.0.0
git push origin main --tags

Step 7.4: Post-Launch

Hotfix workflow for critical production bugs:

/hotfix "Players losing save data when inventory exceeds 99 items"

Bypasses normal sprint processes with a full audit trail:

  1. Creates a hotfix branch
  2. Implements the fix
  3. Ensures the fix is backported to main (the trunk)
  4. Documents the incident

Post-mortem after launch stabilizes:

Ask Claude to create a post-mortem using the template at
.claude/docs/templates/post-mortem.md

Cross-Cutting Concerns

These topics apply across all phases.

Director Review Modes

Director gates are specialist agents that review your work at key workflow steps. By default none run. modes.review_mode follows modes.rigor, and the default rigor, rigor: minimal, gives solo.

Mode What runs The default under Best for
full All director gates at every step rigor: full Studio-scale projects, learning the system
lean Directors only at phase transitions (/gate-check) rigor: standard Experienced devs
solo No director reviews rigor: minimal Solo projects, game jams, prototypes

Change it with /settings modes.review_mode=lean (written to project.yaml; an explicit value wins over rigor), or /settings --local modes.review_mode=full for your machine only. /start does not set it.

Override for a single run without changing your setting:

/brainstorm space horror --review full
/architecture-decision --review solo

The --review flag works on all gate-using skills. The first of these that is set wins: the flag, project.local.yaml, project.yaml, a legacy production/review-mode.txt, then the rigor default. A review-mode.txt left from an older version still overrides rigor — delete it if the mode surprises you.

Full gate definitions and check pattern: .claude/docs/director-gates.md


The Collaboration Protocol

This system is user-driven collaborative, not autonomous.

Pattern: Question > Options > Decision > Draft > Approval

Every agent interaction follows this pattern:

  1. Agent asks clarifying questions
  2. Agent presents 2-4 options with trade-offs and reasoning
  3. You decide
  4. Agent drafts based on your decision
  5. You review and refine
  6. Agent asks "May I write this to [filepath]?" before writing

See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for the full protocol with examples.

The AskUserQuestion Tool

Agents use the AskUserQuestion tool for structured option presentation. The pattern is Explain then Capture: full analysis in conversation text first, then a clean UI picker for the decision. Use it for design choices, architecture decisions, and strategic questions. Do not use it for open-ended discovery questions or simple yes/no confirmations.

Agent Coordination (3-Tier Hierarchy)

Tier 1 (Directors):    creative-director, technical-director, producer
                                          |
Tier 2 (Leads):        game-designer, lead-programmer, art-director,
                       audio-director, narrative-director, qa-lead,
                       release-manager, localization-lead
                                          |
Tier 3 (Specialists):  gameplay-programmer, engine-programmer,
                       ai-programmer, network-programmer, ui-programmer,
                       tools-programmer, systems-designer, level-designer,
                       economy-designer, world-builder, writer,
                       technical-artist, sound-designer, ux-designer,
                       qa-tester, performance-analyst, devops-engineer,
                       analytics-engineer, accessibility-specialist,
                       live-ops-designer, prototyper, security-engineer,
                       community-manager, godot-specialist,
                       godot-gdscript-specialist, godot-shader-specialist,
                       godot-csharp-specialist, godot-gdextension-specialist,
                       unity-specialist, unity-dots-specialist,
                       unity-shader-specialist, unity-addressables-specialist,
                       unity-ui-specialist, unreal-specialist,
                       ue-blueprint-specialist, ue-gas-specialist,
                       ue-replication-specialist, ue-umg-specialist

Coordination rules:

  • Vertical delegation: Directors > Leads > Specialists. Never skip tiers for complex decisions.
  • Horizontal consultation: Agents at the same tier may consult each other but must not make binding decisions outside their domain.
  • Conflict resolution: Design conflicts go to creative-director. Technical conflicts go to technical-director. Scope conflicts go to producer.
  • No unilateral cross-domain changes.

Automated Hooks (Safety Net)

The system has 12 hooks that run automatically:

Hook Trigger What It Does
session-start.sh Session start Shows branch, recent commits, detects active.md for recovery
detect-gaps.sh Session start Detects fresh projects (no engine, no concept) and suggests /start
pre-compact.sh Before compaction Logs the compaction (its output does not reach Claude)
post-compact.sh After compaction Debug-log reminder only (its output does not reach Claude)
notify.sh Notification event Shows Windows toast notification via PowerShell
validate-commit.sh Before commit Checks design doc sections, valid JSON, hardcoded values, TODO format
validate-push.sh Before push Warns on pushes to main, master or release/*
validate-assets.sh After a file write Checks data-file JSON, and asset naming in Godot's assets/
validate-skill-change.sh Skill file written Advises running /skill-test after .claude/skills/ changes
log-agent.sh Agent start Logs agent invocations for audit trail
log-agent-stop.sh Agent stop Completes agent audit trail (start + stop)
session-stop.sh Every response ends Session logging and the subagent spawn tally. Despite the name it fires once per response, not once per session.

Context Resilience

Session state file: production/session-state/active.md is a living checkpoint. Update it after each significant milestone. After any disruption (compaction, crash, /clear), read this file first.

Incremental writing: When creating multi-section documents, write each section to file immediately after approval. This means completed sections survive crashes and context compactions. Previous discussion about written sections can be safely compacted.

Automatic recovery: The session-start.sh hook detects and previews active.md automatically, and runs again after every compaction, so the checkpoint comes back when the conversation is summarised.

Sprint status tracking: production/sprint-status.yaml is the machine-readable story tracker. Written by /sprint-plan (init) and /story-done (status updates). Read by /sprint-status, /help, and /story-done (next story). Eliminates fragile markdown scanning.

Brownfield Adoption

For existing projects that already have some artifacts:

/adopt

Or targeted:

/adopt gdds
/adopt adrs
/adopt stories
/adopt infra

This audits existing artifacts for format (not existence), classifies gaps as BLOCKING/HIGH/MEDIUM/LOW, builds an ordered migration plan, and writes docs/adoption-plan-[date].md. Core principle: MIGRATION not REPLACEMENT -- it never regenerates existing work, only fills gaps.

Individual skills also support retrofit mode:

/design-system retrofit design/gdd/combat-system.md
/architecture-decision retrofit docs/architecture/adr-005.md

These detect which sections are present vs. missing and fill only the gaps.

Gate System

Phase gates are formal checkpoints. Run /gate-check with the phase you are entering:

/gate-check systems-design       # Concept -> Systems Design
/gate-check technical-setup      # Systems Design -> Technical Setup
/gate-check pre-production       # Technical Setup -> Pre-Production
/gate-check production           # Pre-Production -> Production
/gate-check polish               # Production -> Polish
/gate-check release              # Polish -> Release

Verdicts:

  • PASS -- all requirements met, advance to next phase
  • CONCERNS -- risks found; the stage advances only if you explicitly accept them, and the accepted risks are recorded
  • NOT ASSESSED -- something required could not be checked; the report names it, so supply it and re-run
  • FAIL -- requirements not met, blocks advancement with specific remediation

When a gate passes — or you accept a CONCERNS verdict's risks — project.stage in project.yaml is updated (only then; a FAIL never advances it) — mirrored to production/stage.txt. At standard and full the stage drives the status line and /help; at minimal they follow the brief and stories instead.

Reverse Documentation

For code that exists without design docs (common after brownfield adoption):

/reverse-document design src/gameplay/combat/

Reads existing code and generates GDD-format design documentation from it.


Appendix A: Agent Quick-Reference

"I need to do X -- which agent do I use?"

I need to... Agent Tier
Come up with a game idea /brainstorm skill --
Design a game mechanic game-designer 2
Design specific formulas/numbers systems-designer 3
Design a game level level-designer 3
Design loot tables / economy economy-designer 3
Build world lore world-builder 3
Write dialogue writer 3
Plan the story narrative-director 2
Plan a sprint producer 1
Make a creative decision creative-director 1
Make a technical decision technical-director 1
Implement gameplay code gameplay-programmer 3
Implement core engine systems engine-programmer 3
Implement AI behavior ai-programmer 3
Implement multiplayer network-programmer 3
Implement UI ui-programmer 3
Build dev tools tools-programmer 3
Review code architecture lead-programmer 2
Create shaders / VFX technical-artist 3
Define visual style art-director 2
Define audio style audio-director 2
Design sound effects sound-designer 3
Design UX flows ux-designer 3
Write test cases qa-tester 3
Plan test strategy qa-lead 2
Profile performance performance-analyst 3
Set up CI/CD devops-engineer 3
Design analytics analytics-engineer 3
Check accessibility accessibility-specialist 3
Plan live operations live-ops-designer 3
Manage a release release-manager 2
Manage localization localization-lead 2
Prototype quickly prototyper 3
Audit security security-engineer 3
Communicate with players community-manager 3
Godot-specific help godot-specialist 3
GDScript-specific help godot-gdscript-specialist 3
Godot shader help godot-shader-specialist 3
GDExtension modules godot-gdextension-specialist 3
Unity-specific help unity-specialist 3
Unity DOTS/ECS unity-dots-specialist 3
Unity shaders/VFX unity-shader-specialist 3
Unity Addressables unity-addressables-specialist 3
Unity UI Toolkit unity-ui-specialist 3
Unreal-specific help unreal-specialist 3
Unreal GAS ue-gas-specialist 3
Unreal Blueprints ue-blueprint-specialist 3
Unreal replication ue-replication-specialist 3
Unreal UMG/CommonUI ue-umg-specialist 3

Agent Hierarchy

                    creative-director / technical-director / producer
                                         |
          ---------------------------------------------------------------
          |            |           |           |          |        |       |
    game-designer  lead-prog  art-dir  audio-dir  narr-dir  qa-lead  release-mgr
          |            |           |           |          |        |        |
     specialists  programmers  tech-art  snd-design  writer   qa-tester  devops
     (systems,    (gameplay,             (sound)     (world-  (perf,     (analytics,
      economy,     engine,                           builder)  access.)   security)
      level)       ai, net,
                   ui, tools)

Escalation rule: If two agents disagree, go up. Design conflicts go to creative-director. Technical conflicts go to technical-director. Scope conflicts go to producer.


Appendix B: Slash Command Quick-Reference

All 74 Commands by Category

Onboarding and Navigation (7)

Command Purpose Phase
/start Guided onboarding, routes to right workflow Any (first session)
/help Context-aware "what do I do next?" Any
/project-stage-detect Full project audit to determine current phase Any
/setup-engine Configure engine, pin version, set preferences 1
/adopt Brownfield audit and migration plan Any (existing projects)
/settings View or change project config (rigor, review mode, ...) Any
/skill-improve Improve a skill via test-fix-retest loop Any

Game Design (6)

Command Purpose Phase
/brainstorm Collaborative ideation with MDA analysis 1
/map-systems Decompose concept into systems index 1-2
/design-system Guided section-by-section GDD authoring 2
/quick-design Lightweight spec for small changes 2+
/review-all-gdds Cross-GDD consistency and design theory review 2
/propagate-design-change Find ADRs/stories affected by GDD changes 5

UX and Interface (2)

Command Purpose Phase
/ux-design Author UX specs (screen/flow, HUD, patterns) 3-4
/ux-review Validate UX specs for accessibility and GDD alignment 4

Architecture (4)

Command Purpose Phase
/create-architecture Master architecture document 3
/architecture-decision Create or retrofit an ADR 3
/architecture-review Validate all ADRs, dependency ordering 3
/create-control-manifest Flat programmer rules from Accepted ADRs 3

Stories and Sprints (8)

Command Purpose Phase
/create-epics Translate GDDs + ADRs into epics (one per module) 4
/create-stories Break a single epic into story files 4
/dev-story Implement a story — routes to the correct programmer agent 5
/sprint-plan Create or manage sprint plans 4-5
/sprint-status Quick 30-line sprint snapshot 5
/story-readiness Validate story is implementation-ready 4-5
/story-done 8-phase story completion review 5
/estimate Effort estimation with risk assessment 4-5

Reviews and Analysis (13)

Command Purpose Phase
/design-review Validate GDD against 8-section standard 1-2
/code-review Architectural code review 5+
/balance-check Game balance formula analysis 5-6
/asset-audit Asset naming, format, size verification 6
/asset-spec Per-asset visual specs and AI generation prompts 5-6
/content-audit GDD-specified content vs. implemented 5
/consistency-check Cross-GDD entity and formula inconsistency scan 2+
/scope-check Scope creep detection 5
/perf-profile Performance profiling workflow 6
/tech-debt Tech debt scanning and prioritization 6
/gate-check Formal phase gate with PASS/CONCERNS/NOT ASSESSED/FAIL All transitions
/reverse-document Generate design docs from existing code Any
/security-audit Security vulnerability audit (save, network, input) 6

QA and Testing (9)

Command Purpose Phase
/qa-plan Generate QA test plan for a sprint or feature 5
/smoke-check Critical path smoke test gate before QA hand-off 5-6
/soak-test Soak test protocol for extended play sessions 6
/regression-suite Map test coverage, identify fixed bugs lacking regression tests 5-6
/test-setup Scaffold test framework and CI/CD pipeline 3
/test-helpers Generate engine-specific test helper libraries 3-5
/test-evidence-review Quality review of test files and manual evidence 5
/test-flakiness Detect non-deterministic tests from CI logs 5-6
/skill-test Validate skill files for structural and behavioral correctness Any

Production Management (6)

Command Purpose Phase
/milestone-review Milestone progress and go/no-go 5
/retrospective Sprint retrospective analysis 5
/bug-report Structured bug report creation 5+
/bug-triage Re-evaluate open bugs for priority, severity, and owner 5+
/playtest-report Structured playtest session report 4-6
/onboard Onboard a new team member Any

Release (6)

Command Purpose Phase
/release-checklist Pre-release validation 6
/launch-checklist Full cross-department launch readiness 7
/changelog Auto-generate internal changelog 6
/patch-notes Player-facing patch notes 6
/hotfix Emergency fix workflow 7+
/day-one-patch Scoped patch for issues found after gold master 7+

Creative (4)

Command Purpose Phase
/prototype Concept prototype — validate core idea before GDDs 1
/art-bible Guided Art Bible authoring — visual identity spec 1-4
/vertical-slice Production-quality end-to-end build before Production 4
/localize String extraction and validation 6-7

Team Orchestration (9)

Command Purpose Phase
/team-combat Combat feature: design through implementation 5
/team-narrative Narrative content: structure through dialogue 5
/team-ui UI feature: UX spec through polished implementation 5
/team-level Level: layout through dressed encounters 5
/team-audio Audio: direction through implemented events 5-6
/team-polish Coordinated polish: perf + art + audio + QA 6
/team-release Release coordination: build + QA + deployment 7
/team-live-ops Live-ops planning: seasonal events, battle pass, retention 7+
/team-qa Full QA cycle: strategy, execution, coverage, sign-off 6-7

Appendix C: Common Workflows

Workflow 1: "I just started and have no game idea"

1. /start (routes you based on where you are)
2. /brainstorm (collaborative ideation, pick a concept)
3. /setup-engine (pin engine and version)
4. /design-review on concept doc (optional, recommended)
5. /map-systems (decompose concept into systems with deps and priorities)
6. /gate-check systems-design (verify you're ready for Systems Design)
7. /design-system per system (guided GDD authoring)

Workflow 2: "I have designs and want to start coding"

1. /design-review on each GDD (make sure they're solid)
2. /review-all-gdds (cross-GDD consistency)
3. /gate-check technical-setup
4. /create-architecture + /architecture-decision (per major decision)
5. /architecture-review
6. /create-control-manifest
7. /art-bible (sections 1–4 now) + /test-setup + /ux-design accessibility + /ux-design patterns
8. /gate-check pre-production
9. /ux-design per key screen + /ux-review
10. /vertical-slice (recommended before committing to epics)
11. /create-epics layer: foundation + /create-stories [slug] (define epics, break into stories)
12. /sprint-plan new
13. /gate-check production
14. /story-readiness -> implement -> /story-done (story lifecycle)

Workflow 3: "I need to add a complex feature mid-production"

1. /design-system or /quick-design (depending on scope)
2. /design-review to validate
3. /propagate-design-change if modifying existing GDDs
4. /estimate for effort and risk
5. /team-combat, /team-narrative, /team-ui, etc. (appropriate team skill)
6. /story-done when complete
7. /balance-check if it affects game balance

Workflow 4: "Something broke in production"

1. /hotfix "description of the issue"
2. Fix is implemented on hotfix branch
3. /code-review the fix
4. Run tests
5. /release-checklist for hotfix build
6. Deploy and backport

Workflow 5: "I have an existing project and want to use this system"

1. /start (choose Path D -- existing work)
2. /project-stage-detect (determines current phase)
3. /adopt (audits existing artifacts, builds migration plan)
4. /design-system retrofit [path] (fill GDD gaps)
5. /architecture-decision retrofit [path] (fill ADR gaps)
6. /gate-check at appropriate transition

Workflow 6: "Starting a new sprint"

1. /retrospective (review last sprint)
2. /sprint-plan new (create next sprint)
3. /scope-check (ensure scope is manageable)
4. /story-readiness per story before pickup
5. Implement stories
6. /story-done per completed story
7. /sprint-status for quick progress checks

Workflow 7: "Shipping the game"

1. /tech-debt (decide what's acceptable at launch)
2. /security-audit (the release gate reads the newest report)
3. /localize qa for every language you ship
4. /release-checklist all
5. /changelog and /patch-notes (drafts; /team-release finalizes them)
6. /gate-check release (verify Polish is complete and the game is ready to release)
7. /launch-checklist (full cross-department validation)
8. /team-release (coordinate the release)
9. Ship!
10. /hotfix if anything breaks post-launch
11. Post-mortem after launch stabilizes

Workflow 8: "I'm lost / don't know what to do next"

1. /help (reads your phase, checks artifacts, tells you what's next)
2. If /help doesn't help: /project-stage-detect (full audit)
3. If stage seems wrong: /gate-check at the transition you think you're at

Tips for Getting the Most Out of the System

  1. Always start with design, then implement. The agent system is built around the assumption that a design document exists before code is written. Agents reference GDDs constantly.

  2. Use team skills for cross-cutting features. Do not try to manually coordinate 4 agents yourself -- let /team-combat, /team-narrative, etc. handle the orchestration.

  3. Trust the rules system. When a rule flags something in your code, fix it. The rules encode hard-won game development wisdom (data-driven values, delta time, accessibility, etc.).

  4. Compact proactively. At ~65-70% context usage, compact or /clear. Your checkpoint in active.md survives it, and session-start.sh shows it again afterwards. Do not wait until you are at the limit.

  5. Use the right tier of agent. Do not ask creative-director to write a shader. Do not ask qa-tester to make design decisions. The hierarchy exists for a reason.

  6. Run /help when uncertain. It reads your actual project state and tells you the single most important next step.

  7. Run /design-review before handing designs to programmers. This catches incomplete specs early, saving rework.

  8. Run /code-review after every major feature. Catch architectural issues before they propagate.

  9. Prototype risky mechanics first. A day of prototyping can save a week of production on a mechanic that does not work.

  10. Keep your sprint plans honest. Use /scope-check regularly. Scope creep is the number one killer of indie games.

  11. Document decisions with ADRs. Future-you will thank present-you for recording why things were built the way they were.

  12. Use the story lifecycle religiously. /story-readiness before pickup, /story-done after completion. This catches deviations early and keeps the pipeline honest.

  13. Write to files early and often. Incremental section writing means your design decisions survive crashes and compactions. The file is the memory, not the conversation.