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

8.9 KiB

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.