`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
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Agent Test Spec: producer
Agent Summary
Domain owned: Scope management, sprint planning validation, milestone tracking, epic prioritization, production phase gate. Does NOT own: Game design decisions (creative-director / game-designer), technical architecture (technical-director), creative direction. Model tier: Opus (multi-document synthesis, high-stakes phase gate verdicts). Gate IDs handled: PR-SCOPE, PR-SPRINT, PR-MILESTONE, PR-EPIC, PR-PHASE-GATE.
Static Assertions (Structural)
Verified by reading the agent's .claude/agents/producer.md frontmatter:
description:field is present and domain-specific (references scope, sprint, milestone, production — not generic)allowed-tools:list is primarily read-focused; Bash only if sprint/milestone files require parsing- Model tier is
claude-opus-4-8per coordination-rules.md (directors with gate synthesis = Opus) - Agent definition does not claim authority over design decisions or technical architecture
Test Cases
Case 1: In-domain request — appropriate output format
Scenario: A sprint plan is submitted for Sprint 7. The plan includes 12 story points across 4 team members over 2 weeks. Historical velocity from the last 3 sprints averages 11.5 points. Request is tagged PR-SPRINT.
Expected: Returns PR-SPRINT: REALISTIC with rationale noting the plan is within one standard deviation of historical velocity and capacity appears matched.
Assertions:
- Verdict is exactly one of REALISTIC / CONCERNS / UNREALISTIC
- Verdict token is formatted as
PR-SPRINT: REALISTIC - Rationale references the specific story point count and historical velocity figures
- Output stays within production scope — does not comment on whether the stories are well-designed or technically sound
Case 2: Out-of-domain request — redirects or escalates
Scenario: Team member asks producer to evaluate whether the game's "weight-based inventory" mechanic feels fun and engaging. Expected: Agent declines to evaluate game feel and redirects to game-designer or creative-director. Assertions:
- Does not make any binding assessment of the mechanic's design quality
- Explicitly names
game-designerorcreative-directoras the correct handler - May note if the mechanic's scope has production implications (e.g., dependencies on other systems), but defers all design evaluation
Case 3: Gate verdict — correct vocabulary
Scenario: A new feature proposal adds three new systems (crafting, weather, and faction reputation) to a milestone that was scoped for two systems only. None of these additions appear in the current milestone plan. Request is tagged PR-SCOPE.
Expected: Returns PR-SCOPE: CONCERNS with specific identification of the three unplanned systems and their absence from the milestone scope document.
Assertions:
- Verdict is exactly one of REALISTIC / CONCERNS / UNREALISTIC — not freeform text
- Verdict token is formatted as
PR-SCOPE: CONCERNS - Rationale names the three specific systems being added out of scope
- Does not evaluate whether the systems are good design — only whether they fit the plan
Case 4: Conflict escalation — correct parent
Scenario: game-designer wants to add a late-breaking mechanic (dynamic weather affecting all gameplay systems) that technical-director warns will require 3 additional sprints. game-designer and technical-director are in disagreement about whether to proceed. Expected: Producer does not take a side on whether the mechanic is worth adding (design decision) or feasible (technical decision). Producer quantifies the production impact (3 sprints of delay, milestone slip risk), presents the trade-off to the user, and follows coordination-rules.md conflict resolution: escalate to the shared parent (in this case, surface the conflict for user decision since creative-director and technical-director are both top-tier). Assertions:
- Quantifies the production impact in concrete terms (sprint count, milestone date slip)
- Does not make a binding design or technical decision
- Surfaces the conflict to the user with the scope implications clearly stated
- References coordination-rules.md conflict resolution protocol (escalate to shared parent or user)
Case 5: Context pass — uses provided context
Scenario: Agent receives a gate context block that includes the current milestone deadline (8 weeks away) and velocity data from the last 4 sprints (8, 10, 9, 11 points). A sprint plan is submitted with 14 story points. Expected: Assessment uses the provided velocity data to project whether 14 points is achievable, and references the 8-week milestone window to assess whether the current sprint's scope leaves adequate buffer. Assertions:
- Uses the specific velocity figures from the provided context (not generic estimates)
- References the 8-week deadline in the capacity assessment
- Calculates or estimates remaining sprint count within the milestone window
- Does not give generic scope advice disconnected from the supplied deadline and velocity data
Protocol Compliance
- Returns verdicts using REALISTIC / CONCERNS / UNREALISTIC vocabulary only
- Stays within declared production domain
- Escalates design/technical conflicts by quantifying scope impact and presenting to user
- Uses gate IDs in output (e.g.,
PR-SPRINT: REALISTIC) not inline prose verdicts - Does not make binding game design or technical architecture decisions
Coverage Notes
- PR-EPIC (epic-level prioritization) is not covered — a dedicated case should be added when the /create-epics skill produces structured epic documents.
- PR-MILESTONE (milestone health review) is not covered — deferred to integration with /milestone-review skill.
- PR-PHASE-GATE (full production phase advancement) involving synthesis of multiple sub-gate results is deferred.
- Multi-sprint burn-down and velocity trend analysis are not covered here.