Files
Claude-Code-Game-Studios/.claude/docs/director-gates/cd-systems.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.

CD-SYSTEMS — Systems Decomposition Vision Check

Agent: creative-director | Model tier: Opus | Domain: Vision, pillars, player experience

Trigger: After the systems index is written by /map-systems — validates the complete system set before GDD authoring begins

Context to pass:

  • Systems index path (design/gdd/systems-index.md)
  • Game pillars and core fantasy (from design/gdd/game-concept.md)
  • Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision)
  • Any high-risk or bottleneck systems identified in the dependency map

Prompt:

"Review this systems decomposition against the game's design pillars. Does the full set of MVP-tier systems collectively deliver the core fantasy? Are there systems whose mechanics don't serve any stated pillar — indicating they may be scope creep? Are there pillar-critical player experiences that have no system assigned to deliver them? Are any systems missing that the core loop requires? Return APPROVE (systems serve the vision), CONCERNS [specific gaps or misalignments with their pillar implications], or REJECT [fundamental gaps — the decomposition misses critical design intent and must be revised before GDD authoring begins]."

Verdicts: APPROVE / CONCERNS / REJECT