Files
Claude-Code-Game-Studios/.claude/skills/gate-check/references/gate-polish.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

3.1 KiB

Gate definition, loaded by /gate-check for the TARGET PHASE ONLY. Never load the other five — one gate applies per invocation.

Gate: Production → Polish

Required Artifacts:

  • The code root has active code organized into subsystems
  • All core mechanics from GDD are implemented (cross-reference design/gdd/ with the code root)
  • Main gameplay path is playable end-to-end
  • Test files exist in tests/unit/ and tests/integration/ covering Logic and Integration stories
  • All Logic stories from this sprint have corresponding unit test files in tests/unit/
  • Smoke check has been run with a PASS or PASS WITH WARNINGS verdict — report exists in production/qa/
  • At least one QA plan exists in production/qa/ (generated by /qa-plan) covering this sprint, the final production sprint, or this production phase — run /qa-plan if missing (CONCERNS — advisory, not blocking)
  • QA sign-off report exists in production/qa/ (generated by /team-qa) with verdict APPROVED or APPROVED WITH CONDITIONS
  • At least 3 distinct playtest sessions documented in production/qa/playtests/
  • Playtest reports cover: new player experience, mid-game systems, and difficulty curve
  • Fun hypothesis from Game Concept has been explicitly validated or revised

Quality Checks:

  • Tests are passing (run test suite via Bash)
  • No critical/blocker bugs in any bug tracker or known issues
  • Core loop plays as designed (compare to GDD acceptance criteria)
  • Performance is within budget (check performance.* in project.yaml, else technical-preferences.md targets)
  • Playtest findings have been reviewed and critical fun issues addressed (not just documented)
  • No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why
  • Difficulty curve matches the Difficulty Curve design doc (if one exists at design/difficulty-curve.md)
  • All implemented screens have corresponding UX specs (no "designed in-code" screens)
  • Interaction pattern library is up-to-date with all patterns used in implementation
  • Accessibility compliance verified against committed tier in design/accessibility-requirements.md

Workflow tier reductions

The checklist above is the full baseline. At lower tiers apply the reduction for the resolved tier; items not named keep their status above. Reductions only ever relax a requirement — workflow_overrides is the only thing that adds one.

  • full — core mechanics + Logic/Integration tests + smoke check (PASS) + QA sign-off + 3+ playtests all required
  • standard — QA sign-off + per-story test coverage → recommended; core mechanics + smoke check + playable end-to-end + 1+ documented playtest + no critical/blocker bugs required
  • minimal — smoke check + playable end-to-end + no critical/blocker bugs required; the core-mechanics cross-check → recommended; everything else drops. Reductions relax what must exist, never what must work — a gate that closes production on "it boots" alone has not asked whether the game plays.