Files
Claude-Code-Game-Studios/.claude/docs/director-gates/ad-phase-gate.md
T
DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

1.4 KiB

Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.

AD-PHASE-GATE — Visual Readiness at Phase Transition

Agent: art-director | Model tier: Sonnet | Domain: Visual identity, art bible, visual production readiness

Trigger: Always at /gate-check — spawn in parallel with CD-PHASE-GATE, TD-PHASE-GATE, and PR-PHASE-GATE

Context to pass:

  • Target phase name
  • List of all art/visual artifacts present (file paths)
  • Visual identity anchor from design/gdd/game-concept.md (if present)
  • Art bible path if it exists (design/art/art-bible.md)

Prompt:

"Review the current project state for [target phase] gate readiness from a visual direction perspective. Is the visual identity established and documented at the level this phase requires? Are the right visual artifacts in place? Would visual teams be able to begin their work without visual direction gaps that cause costly rework later? Are there visual decisions that are being deferred past their latest responsible moment? Return READY, CONCERNS [specific visual direction gaps that could cause production rework], or NOT READY [visual blockers that must exist before this phase can succeed — specify what artifact is missing and why it matters at this stage]."

Verdicts: READY / CONCERNS / NOT READY