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Claude-Code-Game-Studios/.claude/docs/skills-reference.md
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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

159 lines
8.9 KiB
Markdown

# Available Skills (Slash Commands)
73 slash commands organized by phase. Type `/` in Claude Code to access any of them.
## Onboarding & Navigation
| Command | Purpose |
|---------|---------|
| `/start` | First-time onboarding — asks where you are, then guides you to the right workflow |
| `/help` | Context-aware "what do I do next?" — reads current stage and surfaces the required next step |
| `/project-stage-detect` | Full project audit — detect phase, identify existence gaps, recommend next steps |
| `/setup-engine` | Configure engine + version, detect knowledge gaps, populate version-aware reference docs |
| `/adopt` | Brownfield format audit — checks internal structure of existing GDDs/ADRs/stories, produces migration plan |
## Game Design
| Command | Purpose |
|---------|---------|
| `/brainstorm` | Guided ideation using professional studio methods (MDA, SDT, Bartle, verb-first) |
| `/map-systems` | Decompose game concept into systems, map dependencies, prioritize design order |
| `/design-system` | Guided, section-by-section GDD authoring for a single game system |
| `/quick-design` | Lightweight design spec for small changes — tuning, tweaks, minor additions |
| `/review-all-gdds` | Cross-GDD consistency and game design holism review across all design docs |
| `/propagate-design-change` | When a GDD is revised, find affected ADRs and produce an impact report |
## Art & Assets
| Command | Purpose |
|---------|---------|
| `/art-bible` | Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production begins |
| `/asset-spec` | Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles |
| `/asset-audit` | Audit assets for naming conventions, file size budgets, and pipeline compliance |
## UX & Interface Design
| Command | Purpose |
|---------|---------|
| `/ux-design` | Guided section-by-section UX spec authoring (screen/flow, HUD, or pattern library) |
| `/ux-review` | Validate UX specs for GDD alignment, accessibility, and pattern compliance |
## Architecture
| Command | Purpose |
|---------|---------|
| `/create-architecture` | Guided authoring of the master architecture document |
| `/architecture-decision` | Create an Architecture Decision Record (ADR) |
| `/architecture-review` | Validate all ADRs for completeness, dependency ordering, and GDD coverage |
| `/create-control-manifest` | Generate flat programmer rules sheet from accepted ADRs |
## Stories & Sprints
| Command | Purpose |
|---------|---------|
| `/create-epics` | Translate GDDs + ADRs into epics — one per architectural module |
| `/create-stories` | Break a single epic into implementable story files |
| `/dev-story` | Read a story and implement it — routes to the correct programmer agent |
| `/sprint-plan` | Generate or update a sprint plan; initializes sprint-status.yaml |
| `/sprint-status` | Fast 30-line sprint snapshot (reads sprint-status.yaml) |
| `/story-readiness` | Validate a story is implementation-ready before pickup (READY/NEEDS WORK/BLOCKED) |
| `/story-done` | 8-phase completion review after implementation; updates story file, surfaces next story |
| `/estimate` | Structured effort estimate with complexity, dependencies, and risk breakdown |
## Reviews & Analysis
| Command | Purpose |
|---------|---------|
| `/design-review` | Review a game design document for completeness and consistency |
| `/code-review` | Architectural code review for a file or changeset |
| `/balance-check` | Analyze game balance data, formulas, and config — flag outliers |
| `/content-audit` | Audit GDD-specified content counts against implemented content |
| `/scope-check` | Analyze feature or sprint scope against original plan, flag scope creep |
| `/perf-profile` | Structured performance profiling with bottleneck identification |
| `/tech-debt` | Scan, track, prioritize, and report on technical debt |
| `/gate-check` | Validate readiness to advance between development phases (PASS/CONCERNS/FAIL) |
| `/consistency-check` | Scan all GDDs against the entity registry to detect cross-document inconsistencies (stats, names, rules that contradict each other) |
| `/security-audit` | Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps |
## QA & Testing
| Command | Purpose |
|---------|---------|
| `/qa-plan` | Generate a QA test plan for a sprint or feature |
| `/smoke-check` | Run critical path smoke test gate before QA hand-off |
| `/soak-test` | Generate a soak test protocol for extended play sessions |
| `/regression-suite` | Map test coverage to GDD critical paths, identify fixed bugs without regression tests |
| `/test-setup` | Scaffold the test framework and CI/CD pipeline for the project's engine |
| `/test-helpers` | Generate engine-specific test helper libraries for the test suite |
| `/test-evidence-review` | Quality review of test files and manual evidence documents |
| `/test-flakiness` | Detect non-deterministic (flaky) tests from CI run logs |
| `/skill-test` | Validate skill files for structural compliance and behavioral correctness |
| `/skill-improve` | Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify |
## Production
| Command | Purpose |
|---------|---------|
| `/milestone-review` | Review milestone progress and generate status report |
| `/retrospective` | Run a structured sprint or milestone retrospective |
| `/bug-report` | Create a structured bug report |
| `/bug-triage` | Read all open bugs, re-evaluate priority vs. severity, assign owner and label |
| `/reverse-document` | Generate design or architecture docs from existing implementation |
| `/playtest-report` | Generate a structured playtest report or analyze existing playtest notes |
## Release
| Command | Purpose |
|---------|---------|
| `/release-checklist` | Generate and validate a pre-release checklist for the current build |
| `/launch-checklist` | Complete launch readiness validation across all departments |
| `/changelog` | Auto-generate changelog from git commits and sprint data |
| `/patch-notes` | Generate player-facing patch notes from git history and internal data |
| `/hotfix` | Emergency fix workflow with audit trail, bypassing normal sprint process |
| `/day-one-patch` | Prepare a focused day-one patch for known issues discovered after gold master but before or at public launch |
## Creative & Content
| Command | Purpose |
|---------|---------|
| `/prototype` | Concept prototype — throwaway build right after brainstorm to validate core idea (Phase 1) |
| `/vertical-slice` | Pre-Production validation — production-quality end-to-end build before committing to Production (Phase 4) |
| `/onboard` | Generate contextual onboarding document for a new contributor or agent |
| `/localize` | Localization workflow: string extraction, validation, translation readiness |
## Team Orchestration
Coordinate multiple agents on a single feature area:
| Command | Coordinates |
|---------|-------------|
| `/team-combat` | game-designer + gameplay-programmer + ai-programmer + technical-artist + sound-designer + qa-tester |
| `/team-narrative` | narrative-director + writer + world-builder + level-designer |
| `/team-ui` | ux-designer + ui-programmer + art-director + accessibility-specialist |
| `/team-release` | release-manager + qa-lead + devops-engineer + producer |
| `/team-polish` | performance-analyst + technical-artist + sound-designer + qa-tester |
| `/team-audio` | audio-director + sound-designer + technical-artist + gameplay-programmer |
| `/team-level` | level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester |
| `/team-live-ops` | live-ops-designer + economy-designer + community-manager + analytics-engineer |
| `/team-qa` | qa-lead + qa-tester + gameplay-programmer + producer |
## Overlap with Claude Code's bundled skills
Claude Code ships its own skills, and one name collides with CCGS's.
| You type | You get | Use it for |
|---------|---------|-----------|
| `/code-review` | **CCGS's** — project skills take the bare name | Architectural review against this project's coding standards, SOLID, testability and the control manifest. Knows about ADRs, stories and `docs/architecture/`. |
| `/code-review:code-review` | **Claude Code's bundled** review | Reviewing a pull request or a plain diff, with no knowledge of CCGS's design documents or gates. |
Both are useful; they answer different questions. Reach for the CCGS one during
`/dev-story` and before `/story-done`, because it checks the things the gates
later check. Reach for the bundled one when you want a general review of a diff
that has nothing to do with a story.
CCGS does **not** turn the bundled skills off. `disableBundledSkills` would
remove all of them, including `/debug`, `/security-review` and `/simplify`,
which are worth keeping. If you want a bundled skill hidden, use
`skillOverrides` in your own `.claude/settings.local.json` rather than disabling
the whole set.