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Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
1876 lines
67 KiB
Markdown
1876 lines
67 KiB
Markdown
# Claude Code Game Studios -- Complete Workflow Guide
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> **How to go from zero to a shipped game using the Agent Architecture.**
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>
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> This guide walks you through every phase of game development using the
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> 49-agent system, 74 slash commands, and 12 automated hooks. It assumes you
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> have Claude Code installed and are working from the project root.
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>
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> The pipeline has 7 phases. At `rigor: standard` and `full`, each phase has
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> a formal gate (`/gate-check`) that must pass before you advance. At
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> `rigor: minimal` -- the default -- nothing requires a gate; see
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> [The Default Path](#the-default-path-rigor-minimal). The authoritative
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> phase sequence is defined in `.claude/docs/workflow-catalog.yaml` and read
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> by `/help`.
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---
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## Table of Contents
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1. [Quick Start](#quick-start)
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2. [The Default Path: Rigor Minimal](#the-default-path-rigor-minimal)
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3. [Phase 1: Concept](#phase-1-concept)
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4. [Phase 2: Systems Design](#phase-2-systems-design)
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5. [Phase 3: Technical Setup](#phase-3-technical-setup)
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6. [Phase 4: Pre-Production](#phase-4-pre-production)
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7. [Phase 5: Production](#phase-5-production)
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8. [Phase 6: Polish](#phase-6-polish)
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9. [Phase 7: Release](#phase-7-release)
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10. [Cross-Cutting Concerns](#cross-cutting-concerns)
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11. [Appendix A: Agent Quick-Reference](#appendix-a-agent-quick-reference)
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12. [Appendix B: Slash Command Quick-Reference](#appendix-b-slash-command-quick-reference)
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13. [Appendix C: Common Workflows](#appendix-c-common-workflows)
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---
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## Quick Start
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### What You Need
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Before you start, make sure you have:
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- **Claude Code** installed and working
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- **Git** with Git Bash (Windows) or standard terminal (Mac/Linux)
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- **jq** (optional but recommended -- hooks fall back to `grep` if missing)
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- **Python 3** (required -- every skill and hook reads `project.yaml` through it; without it every setting silently falls back to its default)
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### Step 1: Clone and Open
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```bash
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git clone <repo-url> my-game
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cd my-game
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```
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### Step 2: Run /start
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If this is your first session:
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```
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/start
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```
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This guided onboarding asks where you are and routes you to the right phase:
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- **Path A** -- No idea yet: routes to `/brainstorm`
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- **Path B** -- Vague idea: routes to `/brainstorm` with seed
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- **Path C** -- Clear concept: routes to `/brainstorm` to write it down, or
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straight to `/setup-engine`
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- **Path D1** -- Existing project, few artifacts: normal flow
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- **Path D2** -- Existing project, GDDs/ADRs exist: runs `/project-stage-detect`
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then `/adopt` for brownfield migration
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### Step 3: Verify Hooks Are Working
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Start a new Claude Code session. You should see output from the
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`session-start.sh` hook:
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```
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=== Claude Code Game Studios -- Session Context ===
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Branch: main
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Recent commits:
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abc1234 Initial commit
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===================================
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```
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If you see this, hooks are working. If not, check `.claude/settings.json` to
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make sure the hook paths are correct for your OS.
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### Step 4: Ask for Help Anytime
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At any point, run:
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```
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/help
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```
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This reads your current phase from `project.stage` in `project.yaml` (falling
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back to `production/stage.txt`) -- at `rigor: minimal`, where the stage never
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moves, it follows the minimal route instead -- checks which artifacts exist, and tells you
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exactly what to do next. It distinguishes between REQUIRED next steps and
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OPTIONAL opportunities.
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### Step 5: Create Your Directory Structure
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Directories are created as needed. The system expects this layout:
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```
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src/ # Game source code (Godot; Unity: Assets/, Unreal: Source/<Module>/)
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core/ # Engine/framework code
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gameplay/ # Gameplay systems
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ai/ # AI systems
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networking/ # Multiplayer code
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ui/ # UI code
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tools/ # Dev tools
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assets/ # Game assets
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art/ # Sprites, models, textures
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audio/ # Music, SFX
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vfx/ # Particle effects
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shaders/ # Shader files
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data/ # JSON config/balance data
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design/ # Design documents
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gdd/ # Game design documents
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narrative/ # Story, lore, dialogue
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levels/ # Level design documents
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balance/ # Balance spreadsheets and data
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ux/ # UX specifications
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docs/ # Technical documentation
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architecture/ # Architecture Decision Records
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api/ # API documentation
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postmortems/ # Post-mortems
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tests/ # Test suites
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prototypes/ # Throwaway prototypes
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production/ # Sprint plans, milestones, releases
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sprints/
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milestones/
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releases/
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epics/ # Epic and story files (from /create-epics + /create-stories)
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playtests/ # Playtest reports
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session-state/ # Ephemeral session state (gitignored)
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session-logs/ # Session audit trail (gitignored)
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```
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> **Tip:** You do not need all of these on day one. Create directories as you
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> reach the phase that needs them. The important thing is to follow this
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> structure when you do create them, because the **rules system** enforces
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> standards based on file paths. Code in `src/gameplay/` gets gameplay rules,
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> code in `src/ai/` gets AI rules, and so on — and the same for C# and C++ in
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> Unity and Unreal `Gameplay/` and `AI/` folders.
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---
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## The Default Path: Rigor Minimal
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`modes.rigor` defaults to `minimal` (`/start` asks which tier fits; `/settings`
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changes it any time). At `minimal` the path to code is four steps:
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1. `/setup-engine` -- configure the engine
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2. `/brainstorm` -- writes the one-page `design/game-brief.md`, which replaces
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the full concept doc, the systems decomposition and the per-system GDDs
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3. `/create-stories` -- turns the brief's MVP list and build order into stories
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under `production/epics/<slug>/`. No `/create-epics`, no `/sprint-plan`: the
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brief's build order is the plan
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4. `/dev-story` then `/story-done`, story by story. `/story-done` names the
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next story, and `/help` knows this route
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Nothing on this path runs `/gate-check`, so `project.stage` stays at Concept --
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that is expected. Every skill still runs at any tier; rigor changes what is
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required, not what is allowed.
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The trade: there are no GDDs to catch design problems before they reach code.
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Raise rigor with `/settings` when the game outgrows a one-page brief -- several
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systems that affect each other, a design someone else implements, a team, or a
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firm release date. Existing files stay where they are, and `/help` shows what
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the new tier requires next.
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The rest of this guide describes the `standard`/`full` pipeline.
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---
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## Phase 1: Concept
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### What Happens in This Phase
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You go from "no idea" or "vague idea" to a structured game concept document
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with defined pillars and a player journey. This is where you figure out
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**what** you are making and **why**.
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### Phase 1 Pipeline
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```
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/brainstorm --> game-concept.md --> /design-review --> /setup-engine
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v v v
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10 concepts Concept doc with Validation Engine pinned in
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MDA analysis pillars, MDA, of concept project.yaml
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Player motiv. core loop, USP document
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v
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/prototype
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(concept prototype — 1-3 days)
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PROCEED ↓ PIVOT → /brainstorm
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v (PROCEED)
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/map-systems
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v
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systems-index.md
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(all systems, deps,
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priority tiers)
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```
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### Step 1.1: Brainstorm With /brainstorm
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This is your starting point. Run the brainstorm skill:
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```
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/brainstorm
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```
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Or with a genre hint:
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```
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/brainstorm roguelike deckbuilder
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```
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**What happens:** The brainstorm skill guides you through a collaborative 6-phase
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ideation process using professional studio techniques:
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1. Asks about your interests, themes, and constraints
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2. Generates 10 concept seeds with MDA (Mechanics, Dynamics, Aesthetics) analysis
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3. You pick 2-3 favorites for deep analysis
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4. Performs player motivation mapping and audience targeting
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5. You choose the winning concept
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6. Formalizes it into `design/gdd/game-concept.md`
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The concept document includes:
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- Elevator pitch (one sentence)
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- Core fantasy (what the player imagines themselves doing)
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- MDA breakdown
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- Target audience (Bartle types, demographics)
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- Core loop diagram
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- Unique selling proposition
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- Comparable titles and differentiation
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- Game pillars (3-5 non-negotiable design values)
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- Anti-pillars (things the game intentionally avoids)
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### Step 1.2: Review the Concept (Optional but Recommended)
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```
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/design-review design/gdd/game-concept.md
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```
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Validates structure and completeness before you proceed.
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### Step 1.3: Choose Your Engine
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```
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/setup-engine
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```
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Or with a specific engine:
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```
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/setup-engine godot 4.6
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```
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**What /setup-engine does:**
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- Writes engine, language, specialists, naming conventions, and performance
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budgets to `project.yaml` (the source of truth) and mirrors them to
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`.claude/docs/technical-preferences.md` (the human-readable legacy fallback)
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- Detects knowledge gaps (engine version newer than LLM training data) and
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advises cross-referencing `docs/engine-reference/`
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- Creates version-pinned reference docs in `docs/engine-reference/`
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**Why this matters:** Once you set the engine, the system knows which
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engine-specialist agents to use. If you pick Godot, agents like
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`godot-specialist`, `godot-gdscript-specialist`, and `godot-shader-specialist`
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become your go-to experts.
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### Step 1.4: Decompose Your Concept Into Systems
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Before writing individual GDDs, enumerate all the systems your game needs:
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```
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/map-systems
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```
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This creates `design/gdd/systems-index.md` -- a master tracking document that:
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- Lists every system your game needs (combat, movement, UI, etc.)
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- Maps dependencies between systems
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- Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
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- Determines design order (Foundation > Core > Feature > Presentation > Polish)
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This step is **required** before proceeding to Phase 2. Research from 155 game
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postmortems confirms that skipping systems enumeration costs 5-10x more in
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production.
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### Step 1.5: Art Bible
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```
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/art-bible
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```
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Authors `design/art/art-bible.md`, the visual identity every asset follows.
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Run it once the concept is approved; `/art-bible` suggests doing it before
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`/map-systems` (Step 1.4). Sections 1–4 are needed before `/gate-check pre-production`, and all
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9 before `/gate-check production`. At `standard` it is required only when the
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game has visual-asset stories; at `minimal` it is optional.
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### Phase 1 Gate
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```
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/gate-check systems-design
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```
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**Requirements to pass:**
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- `design/gdd/game-concept.md` with content, the game pillars, and a Visual
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Identity Anchor section (at `minimal`: `design/game-brief.md` with content)
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- Recommended: a concept prototype whose REPORT.md says PROCEED
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This is the `full` list. `standard` and `minimal` drop items; the gate's own
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file, `.claude/skills/gate-check/references/gate-systems-design.md`, has the full
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checklist and what each tier drops.
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**Verdict:** PASS / CONCERNS / NOT ASSESSED / FAIL. PASS advances the stage.
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On CONCERNS it advances only if you explicitly accept the risks, which are
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recorded; a FAIL never advances it. NOT ASSESSED means something required could
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not be checked.
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---
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## Phase 2: Systems Design
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### What Happens in This Phase
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You create all the design documents that define how your game works. Nothing
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gets coded yet -- this is pure design. Each system identified in the systems
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index gets its own GDD, authored section by section, reviewed individually,
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and then all GDDs are cross-checked for consistency.
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### Phase 2 Pipeline
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```
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/map-systems next --> /design-system --> /design-review
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v v v
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Picks next system Section-by-section Validates 8
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from systems-index GDD authoring required sections
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(incremental writes) APPROVED/NEEDS REVISION
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|
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| (repeat for each MVP system)
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v
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/review-all-gdds
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v
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Cross-GDD consistency + design theory review
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PASS / CONCERNS / NOT ASSESSED / FAIL
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```
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### Step 2.1: Author System GDDs
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Design each system in dependency order using the guided workflow:
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```
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/map-systems next
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```
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This picks the highest-priority undesigned system and hands off to
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`/design-system`, which guides you through creating its GDD section by section.
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You can also design a specific system directly:
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```
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/design-system combat-system
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```
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**What /design-system does:**
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1. Reads your game concept, systems index, and any upstream/downstream GDDs
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2. Runs a Technical Feasibility Pre-Check (domain mapping + feasibility brief)
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3. Walks you through each of the 8 required GDD sections one at a time
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4. Each section follows: Context > Questions > Options > Decision > Draft > Approval > Write
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5. Each section is written to file immediately after approval (survives crashes)
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6. Flags conflicts with existing approved GDDs
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7. Routes to specialist agents per category (systems-designer for math,
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economy-designer for economy, narrative-director for story systems)
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**The 8 required GDD sections:**
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| # | Section | What Goes Here |
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|---|---------|---------------|
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| 1 | **Overview** | One-paragraph summary of the system |
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| 2 | **Player Fantasy** | What the player imagines/feels when using this system |
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| 3 | **Detailed Rules** | Unambiguous mechanical rules |
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| 4 | **Formulas** | Every calculation, with variable definitions and ranges |
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| 5 | **Edge Cases** | What happens in weird situations? Explicitly resolved. |
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| 6 | **Dependencies** | What other systems this connects to (bidirectional) |
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| 7 | **Tuning Knobs** | Which values designers can safely change, with safe ranges |
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| 8 | **Acceptance Criteria** | How do you test that this works? Specific, measurable. |
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Plus a **Game Feel** section: feel reference, input responsiveness (ms/frames),
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animation feel targets (startup/active/recovery), impact moments, weight profile.
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### Step 2.2: Review Each GDD
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Before the next system starts, validate the current one:
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```
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/design-review design/gdd/combat-system.md
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```
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Checks the sections your `modes.workflow` tier requires (all 8 at `full`, 5 at
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`standard`) for completeness, formula clarity, edge case resolution,
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bidirectional dependencies, and testable acceptance criteria.
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**Verdict:** APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED / NOT ASSESSED.
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Only APPROVED GDDs should proceed.
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### Step 2.3: Small Changes Without Full GDDs
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For tuning changes, small additions, or tweaks that do not warrant a full GDD:
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```
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/quick-design "add 10% damage bonus for flanking attacks"
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```
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This creates a lightweight spec in `design/quick-specs/` instead of a full
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8-section GDD. Use it for tuning, number changes, and small additions.
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### Step 2.4: Cross-GDD Consistency Review
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After all MVP system GDDs are approved individually:
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```
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/review-all-gdds
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```
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This reads ALL GDDs simultaneously and runs two analysis phases:
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**Phase 1 -- Cross-GDD Consistency:**
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- Dependency bidirectionality (A references B, does B reference A?)
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- Rule contradictions between systems
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- Stale references to renamed or removed systems
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- Ownership conflicts (two systems claiming the same responsibility)
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- Formula range compatibility (does System A's output fit System B's input?)
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- Acceptance criteria cross-check
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**Phase 2 -- Design Theory (Game Design Holism):**
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- Competing progression loops (do two systems fight for the same reward space?)
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- Cognitive load (more than 4 active systems at once?)
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- Dominant strategies (one approach that makes all others irrelevant)
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- Economic loop analysis (sources and sinks balanced?)
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- Difficulty curve consistency across systems
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- Pillar alignment and anti-pillar violations
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- Player fantasy coherence
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**Output:** `design/gdd/gdd-cross-review-[date].md` with a verdict.
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### Step 2.5: Narrative Design (If Applicable)
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If your game has story, lore, or dialogue, this is when you build it:
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1. **World-building** -- Use `world-builder` to define factions, history,
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geography, and rules of your world
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2. **Story structure** -- Use `narrative-director` to design story arcs,
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character arcs, and narrative beats
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3. **Character sheets** -- Use the `narrative-character-sheet.md` template
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### Phase 2 Gate
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```
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/gate-check technical-setup
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```
|
||
|
||
**Requirements to pass:**
|
||
|
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- `design/gdd/systems-index.md` listing at least the MVP systems, with their
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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 —
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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
|
||
|
||
```
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/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)
|
||
|
||
### Step 4.7: Vertical Slice (recommended)
|
||
|
||
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:
|
||
|
||
```bash
|
||
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.
|