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* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
82 lines
3.9 KiB
Markdown
82 lines
3.9 KiB
Markdown
---
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name: team-polish
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description: "Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality."
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argument-hint: "[feature or area to polish]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
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---
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When this skill is invoked, orchestrate the polish team through a structured pipeline.
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**Decision Points:** At each phase transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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The user must approve before moving to the next phase.
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## Team Composition
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- **performance-analyst** — Profiling, optimization, memory analysis, frame budget
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- **technical-artist** — VFX polish, shader optimization, visual quality
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- **sound-designer** — Audio polish, mixing, ambient layers, feedback sounds
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- **qa-tester** — Edge case testing, regression testing, soak testing
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## How to Delegate
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Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: performance-analyst` — Profiling, optimization, memory analysis
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- `subagent_type: technical-artist` — VFX polish, shader optimization, visual quality
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- `subagent_type: sound-designer` — Audio polish, mixing, ambient layers
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- `subagent_type: qa-tester` — Edge case testing, regression testing, soak testing
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Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues). Launch independent agents in parallel where the pipeline allows it (e.g., Phases 3 and 4 can run simultaneously).
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## Pipeline
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### Phase 1: Assessment
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Delegate to **performance-analyst**:
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- Profile the target feature/area using `/perf-profile`
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- Identify performance bottlenecks and frame budget violations
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- Measure memory usage and check for leaks
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- Benchmark against target hardware specs
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- Output: performance report with prioritized optimization list
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### Phase 2: Optimization
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Delegate to **performance-analyst** (with relevant programmers as needed):
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- Fix performance hotspots identified in Phase 1
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- Optimize draw calls, reduce overdraw
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- Fix memory leaks and reduce allocation pressure
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- Verify optimizations don't change gameplay behavior
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- Output: optimized code with before/after metrics
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### Phase 3: Visual Polish (parallel with Phase 2)
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Delegate to **technical-artist**:
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- Review VFX for quality and consistency with art bible
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- Optimize particle systems and shader effects
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- Add screen shake, camera effects, and visual juice where appropriate
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- Ensure effects degrade gracefully on lower settings
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- Output: polished visual effects
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### Phase 4: Audio Polish (parallel with Phase 2)
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Delegate to **sound-designer**:
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- Review audio events for completeness (are any actions missing sound feedback?)
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- Check audio mix levels — nothing too loud or too quiet relative to the mix
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- Add ambient audio layers for atmosphere
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- Verify audio plays correctly with spatial positioning
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- Output: audio polish list and mixing notes
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### Phase 5: Hardening
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Delegate to **qa-tester**:
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- Test all edge cases: boundary conditions, rapid inputs, unusual sequences
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- Soak test: run the feature for extended periods checking for degradation
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- Stress test: maximum entities, worst-case scenarios
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- Regression test: verify polish changes haven't broken existing functionality
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- Test on minimum spec hardware (if available)
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- Output: test results with any remaining issues
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### Phase 6: Sign-off
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- Collect results from all team members
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- Compare performance metrics against budgets
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- Report: READY FOR RELEASE / NEEDS MORE WORK
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- List any remaining issues with severity and recommendations
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## Output
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A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.
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