完善 brainstorm 支柱文档与审查强度规则

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7 changed files with 385 additions and 27 deletions

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@@ -10,14 +10,27 @@ skills expose the runtime workflows directly. Do not use a global
- Skills: - Skills:
- `$using-codex-game-studios` explains the plugin workflow and entry points. - `$using-codex-game-studios` explains the plugin workflow and entry points.
- `$setup-runtime` installs bundled director agents into a target game project. - `$setup-runtime` installs bundled director agents into a target game project.
- `$brainstorm` guides game concept ideation into `design/gdd/game-concept.md`. - `$brainstorm` guides game concept ideation into `design/gdd/game-concept.md`
and `design/gdd/game-pillars.md`.
- Runtime agents: `creative-director`, `art-director`, `technical-director`, `producer` - Runtime agents: `creative-director`, `art-director`, `technical-director`, `producer`
- Runtime source: `runtime/agents/` - Runtime source: `runtime/agents/`
- References: `references/studio-docs/director-gates.md`, `references/studio-docs/templates/game-concept.md` - References: `references/studio-docs/director-gates.md`, `references/studio-docs/templates/game-concept.md`, `references/studio-docs/templates/game-pillars.md`
- Standards: `standards/design-docs.md` - Standards: `standards/design-docs.md`
- Marketplace: `.agents/plugins/marketplace.json` - Marketplace: `.agents/plugins/marketplace.json`
- No hooks, rules, MCP servers, or app integrations yet - No hooks, rules, MCP servers, or app integrations yet
## Review Intensity
`production/review-mode.txt` controls review-gate intensity:
- `full`: all key director / lead review gates call their custom agents.
- `lean`: only PHASE-GATE review gates such as `/gate-check` call directors;
ordinary per-skill review gates are skipped.
- `solo`: all director review gates are skipped.
This is not a global off switch for all custom agents. Future team workflows may
still call specialist subagents as part of their core work.
## Runtime Setup ## Runtime Setup
To install the bundled custom agents into a game project, invoke `$setup-runtime` To install the bundled custom agents into a game project, invoke `$setup-runtime`

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@@ -32,8 +32,14 @@ profile text into a generic default agent.
## Review Modes ## Review Modes
Review intensity controls whether director gates run. It can be set globally Review intensity controls whether director and lead **review gates** run. It is
(persists across sessions) or overridden per skill run. not a global switch for all custom-agent or subagent usage: a future team
workflow may still call specialist agents as part of its core work. Apply
review mode only to gate invocations such as `CD-PILLARS`, `TD-FEASIBILITY`,
`PR-SCOPE`, and the `*-PHASE-GATE` checks.
Review intensity can be set globally (persists across sessions) or overridden
per skill run.
**Global config**: `production/review-mode.txt` — one word: `full`, `lean`, or `solo`. **Global config**: `production/review-mode.txt` — one word: `full`, `lean`, or `solo`.
Set once during `/start`. Edit the file directly to change it at any time. Set once during `/start`. Edit the file directly to change it at any time.
@@ -45,14 +51,14 @@ Examples:
``` ```
/brainstorm space horror → uses global mode /brainstorm space horror → uses global mode
/brainstorm space horror --review full → forces full mode this run /brainstorm space horror --review full → forces full mode this run
/architecture-decision --review solo → skips all gates this run /architecture-decision --review solo → skips review gates this run
``` ```
| Mode | What runs | Best for | | Mode | What runs | Best for |
|------|-----------|----------| |------|-----------|----------|
| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step | | `full` | All key director / lead review gates call their custom agents | Teams, learning users, or when you want thorough director feedback at every step |
| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only | | `lean` | Only PHASE-GATE review gates such as `/gate-check` call directors; ordinary per-skill review gates are skipped | **Default** — solo devs and small teams; directors review at milestones only |
| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed | | `solo` | All director review gates are skipped | Game jams, prototypes, maximum speed |
**Check pattern — apply before every gate spawn:** **Check pattern — apply before every gate spawn:**
@@ -63,8 +69,9 @@ Before spawning gate [GATE-ID]:
3. Else default to lean 3. Else default to lean
Apply the resolved mode: Apply the resolved mode:
- solo → skip all gates. Note: "[GATE-ID] skipped — Solo mode" - solo → skip all director / lead review gates. Note: "[GATE-ID] skipped — Solo mode"
- lean → skip unless this is a PHASE-GATE (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE) - lean → skip ordinary per-skill review gates; only run PHASE-GATE checks
(CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
Note: "[GATE-ID] skipped — Lean mode" Note: "[GATE-ID] skipped — Lean mode"
- full → spawn as normal - full → spawn as normal
``` ```
@@ -79,9 +86,12 @@ Apply the resolved mode:
3. Else default to `lean` 3. Else default to `lean`
Apply the resolved mode: Apply the resolved mode:
- `solo`**skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode` - `full`**spawn all key director / lead review gates** as described by the skill.
- `lean`**skip unless this is a PHASE-GATE** (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Note: `[GATE-ID] skipped — Lean mode` - `lean`**spawn only PHASE-GATE review gates** such as `/gate-check`
- `full` → spawn as normal (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Skip ordinary
per-skill review gates and note: `[GATE-ID] skipped — Lean mode`
- `solo`**skip all director review gates**. Note in output:
`[GATE-ID] skipped — Solo mode`
``` ```
# Apply mode check, then: # Apply mode check, then:
@@ -146,8 +156,15 @@ or any time pillars are revised)
**Context to pass**: **Context to pass**:
- Full pillar set with names, definitions, and design tests - Full pillar set with names, definitions, and design tests
- Anti-pillars list - Anti-pillars list
- Pillar conflict priority
- Core fantasy statement - Core fantasy statement
- Unique hook ("Like X, AND ALSO Y") - Unique hook ("Like X, AND ALSO Y")
- Required output document path for `/brainstorm`: `design/gdd/game-pillars.md`
- Template to use when the document is created or updated:
`references/studio-docs/templates/game-pillars.md`
- Existing `design/gdd/game-pillars.md` contents, if the file already exists
- Orchestrator assessment: missing / present and current / present but stale /
present but incomplete
**Prompt**: **Prompt**:
> "Review these game pillars. Are they falsifiable — could a real design decision > "Review these game pillars. Are they falsifiable — could a real design decision
@@ -155,7 +172,18 @@ or any time pillars are revised)
> they differentiate this game from its closest comparables? Would they help resolve > they differentiate this game from its closest comparables? Would they help resolve
> a design disagreement in practice, or are they too vague to be useful? Return > a design disagreement in practice, or are they too vague to be useful? Return
> specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS > specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS
> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)." > [list] (needs sharpening), or REJECT (weak — pillars do not carry weight).
> When this gate is invoked from `/brainstorm` after the user has locked pillars,
> ensure `design/gdd/game-pillars.md` exists as the brainstorm-stage pillar
> source of truth. If it already exists and matches the locked pillars, review it
> in place and avoid rewriting for churn. If it is missing, stale, or incomplete,
> create or update it with `references/studio-docs/templates/game-pillars.md` as
> the structure. The initial brainstorm version must capture core fantasy, unique
> hook, target MDA aesthetics, 3-5 pillars, design tests, anti-pillars, conflict
> priority, and validation status; deeper cross-department implications can be
> marked TBD for later refinement. Begin the response with the required verdict
> token, then state whether the pillar document is current, created, updated, or
> blocked."
**Verdicts**: APPROVE / CONCERNS / REJECT **Verdicts**: APPROVE / CONCERNS / REJECT

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@@ -0,0 +1,247 @@
# Game Pillars: [Game Title]
## Document Status
- **Version**: 1.0
- **Last Updated**: [Date]
- **Owner**: creative-director
- **Status**: Draft / Under Review / Approved
> **Creative Director Review (CD-PILLARS)**: [APPROVED date / CONCERNS accepted date / REVISED date]
---
## Purpose
This document is the source of truth for the game's creative pillars. It is
created during `/brainstorm` once the user locks the pillars. The first version
can be lightweight; later workflows may deepen the cross-department implications
and validation details as the project matures.
Pillars are the 3-5 non-negotiable principles that define the game's identity.
Every design, art, audio, narrative, production, and technical decision should
serve at least one pillar. If a feature does not serve a pillar, it probably
does not belong in the game.
---
## Core Fantasy
[What power, experience, or feeling does the player get from this game? This is
the emotional promise, not a feature list.]
---
## Unique Hook
[Like X, and also Y. The hook should make the game distinguishable from its
closest comparables in one sentence.]
---
## Target MDA Aesthetics
Rank the aesthetics this game is intentionally trying to deliver.
| Rank | Aesthetic | How This Game Delivers It |
| ---- | ---- | ---- |
| 1 | [Challenge / Discovery / Fantasy / etc.] | [Specific delivery mechanism] |
| 2 | [Aesthetic] | [Specific delivery mechanism] |
| 3 | [Aesthetic] | [Specific delivery mechanism] |
| Not targeted | [Aesthetic] | [Why this is not a priority] |
Reference aesthetics: Sensation, Fantasy, Narrative, Challenge, Fellowship,
Discovery, Expression, Submission.
---
## Pillar Summary
| Pillar | One-Sentence Definition | Primary Design Test |
| ---- | ---- | ---- |
| [Pillar 1] | [Falsifiable definition] | [If debating X vs Y, choose __] |
| [Pillar 2] | [Falsifiable definition] | [If debating X vs Y, choose __] |
| [Pillar 3] | [Falsifiable definition] | [If debating X vs Y, choose __] |
---
## Pillar 1: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement of what this pillar
means.]
**Target Aesthetics Served**: [Which MDA aesthetics this pillar supports.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [How it constrains mechanics and rules] | [Concrete example] |
| Art | [How it constrains visuals] | [Concrete example] |
| Audio | [How it constrains sound/music] | [Concrete example] |
| Narrative | [How it constrains story/writing] | [Concrete example] |
| Engineering | [Technical priorities or constraints] | [Concrete example] |
| Production | [Scope and scheduling implications] | [Concrete example] |
### Serving This Pillar
- [Concrete feature or decision that embodies this pillar]
- [Another example]
### Violating This Pillar
- [Plausible feature or decision that would betray the pillar]
- [Another example]
---
## Pillar 2: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement.]
**Target Aesthetics Served**: [MDA aesthetics.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [Constraint or inspiration] | [Example] |
| Art | [Constraint or inspiration] | [Example] |
| Audio | [Constraint or inspiration] | [Example] |
| Narrative | [Constraint or inspiration] | [Example] |
| Engineering | [Constraint or inspiration] | [Example] |
| Production | [Constraint or inspiration] | [Example] |
### Serving This Pillar
- [Example]
- [Example]
### Violating This Pillar
- [Example]
- [Example]
---
## Pillar 3: [Name]
**One-Sentence Definition**: [A clear, falsifiable statement.]
**Target Aesthetics Served**: [MDA aesthetics.]
**Design Test**: [A concrete decision this pillar resolves.]
### Cross-Department Implications
| Department | This Pillar Says | Example |
| ---- | ---- | ---- |
| Design | [Constraint or inspiration] | [Example] |
| Art | [Constraint or inspiration] | [Example] |
| Audio | [Constraint or inspiration] | [Example] |
| Narrative | [Constraint or inspiration] | [Example] |
| Engineering | [Constraint or inspiration] | [Example] |
| Production | [Constraint or inspiration] | [Example] |
### Serving This Pillar
- [Example]
- [Example]
### Violating This Pillar
- [Example]
- [Example]
---
## Optional Additional Pillars
Use this section only if the game needs a fourth or fifth pillar. Keep the total
pillar count between 3 and 5.
---
## Anti-Pillars
Anti-pillars define what this game is not. Good anti-pillars block tempting
ideas that would dilute the core fantasy.
- **NOT [thing]**: [Why this is excluded, what pillar it would compromise, and
what it would cost.]
- **NOT [thing]**: [Why excluded.]
- **NOT [thing]**: [Why excluded.]
---
## Pillar Conflict Priority
When two pillars conflict, resolve the conflict in this order.
| Priority | Pillar | Why It Wins |
| ---- | ---- | ---- |
| 1 | [Highest priority pillar] | [Rationale] |
| 2 | [Second priority pillar] | [Rationale] |
| 3 | [Third priority pillar] | [Rationale] |
**Resolution process**:
1. Identify which pillars are in tension.
2. Check the priority table.
3. Preserve the lower-priority pillar only where it does not weaken the higher-priority one.
4. If the conflict is fundamental, escalate to `creative-director` for pillar revision.
---
## Player Motivation Alignment
Use Self-Determination Theory as a sanity check.
| Need | Which Pillar Serves It | How |
| ---- | ---- | ---- |
| Autonomy | [Pillar name] | [Meaningful choices or agency] |
| Competence | [Pillar name] | [Mastery, feedback, skill growth] |
| Relatedness | [Pillar name] | [Connection, belonging, emotional bond] |
---
## Reference Games and Inspirations
| Reference | What We Take From It | What We Do Differently | Which Pillar It Validates |
| ---- | ---- | ---- | ---- |
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar] |
| [Game 2] | [Specific learning] | [Our twist] | [Pillar] |
| [Game 3] | [Specific learning] | [Our twist] | [Pillar] |
**Non-game inspirations**: [Films, books, music, art, real-world experiences.]
---
## Validation Checklist
- [ ] 3-5 pillars total
- [ ] Each pillar is falsifiable
- [ ] Each pillar constrains real design choices
- [ ] Each pillar has a design test
- [ ] Each pillar has cross-department implications
- [ ] At least 3 anti-pillars are defined
- [ ] Pillar conflict priority is explicit
- [ ] Top MDA aesthetics are covered
- [ ] Autonomy, competence, and relatedness have been considered
- [ ] Every pillar traces back to the core fantasy
---
## Next Steps
- [ ] Keep this document linked from `design/gdd/game-concept.md`
- [ ] Use these pillars when writing system GDDs
- [ ] Revisit after major prototype learnings or milestone pivots
---
This document lives at `design/gdd/game-pillars.md`.

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@@ -11,6 +11,12 @@ When this skill is invoked:
See `../../references/studio-docs/director-gates.md` for the full check pattern. See `../../references/studio-docs/director-gates.md` for the full check pattern.
Review mode controls **director / lead review gates only**. It is not a
blanket rule for all custom-agent or subagent usage. For `/brainstorm`, the
current agent calls are review gates, so `lean` skips CD-PILLARS,
AD-CONCEPT-VISUAL, TD-FEASIBILITY, and PR-SCOPE; `full` runs them; `solo`
skips all director review gates.
Director agent source files live in `../../runtime/agents/`. Before running Director agent source files live in `../../runtime/agents/`. Before running
any `full` review-mode gate, verify the target project has the matching any `full` review-mode gate, verify the target project has the matching
`.codex/agents/<agent-name>.toml` files installed. If they are missing, run `.codex/agents/<agent-name>.toml` files installed. If they are missing, run
@@ -203,15 +209,36 @@ If the user selects B, C, or D, make the revision, then use a structured prompt
Repeat until the user selects [A] Lock these in. Repeat until the user selects [A] Lock these in.
Treat `[A] Lock these in` as approval to create or update
`design/gdd/game-pillars.md` during this `/brainstorm` run. The file is a
brainstorm-stage artifact: start it lightweight now, then let later workflows
deepen it as the project matures.
**Pillar conflict priority**: After pillars are locked, ask one short follow-up:
"If two pillars conflict, which one wins first?" Present the locked pillar names
as ordered options and let the user rank them or describe a custom priority.
Record this as the initial conflict-resolution order in
`design/gdd/game-pillars.md`.
**Review mode check** — apply before spawning CD-PILLARS and AD-CONCEPT-VISUAL: **Review mode check** — apply before spawning CD-PILLARS and AD-CONCEPT-VISUAL:
- `solo` → skip both. Note: "CD-PILLARS skipped — Solo mode. AD-CONCEPT-VISUAL skipped — Solo mode." Proceed to Phase 5. - `solo` → skip both. Note: "CD-PILLARS skipped — Solo mode. AD-CONCEPT-VISUAL skipped — Solo mode." Create or update the initial `design/gdd/game-pillars.md` directly from the locked pillars, then proceed to Phase 5.
- `lean` → skip both (not PHASE-GATEs). Note: "CD-PILLARS skipped — Lean mode. AD-CONCEPT-VISUAL skipped — Lean mode." Proceed to Phase 5. - `lean` → skip both (not PHASE-GATEs). Note: "CD-PILLARS skipped — Lean mode. AD-CONCEPT-VISUAL skipped — Lean mode." Create or update the initial `design/gdd/game-pillars.md` directly from the locked pillars, then proceed to Phase 5.
- `full` → spawn as normal. - `full` → spawn as normal.
**After pillars and anti-pillars are agreed, spawn BOTH `creative-director` AND `art-director` via Codex custom-agent delegation in parallel before moving to Phase 5. Issue both subagent requests simultaneously — do not wait for one before starting the other.** **After pillars and anti-pillars are agreed, spawn BOTH `creative-director` AND `art-director` via Codex custom-agent delegation in parallel before moving to Phase 5. Issue both subagent requests simultaneously — do not wait for one before starting the other.**
- **`creative-director`** — gate **CD-PILLARS** (`../../references/studio-docs/director-gates.md`) - **`creative-director`** — gate **CD-PILLARS** (`../../references/studio-docs/director-gates.md`)
Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook. Pass: full pillar set with design tests, anti-pillars, pillar conflict priority,
core fantasy, unique hook.
Also pass whether `design/gdd/game-pillars.md` already exists and whether its
contents match the locked pillar set. This file is required for `/brainstorm`:
if it already exists and still matches the locked pillars, the subagent reviews
it in place and avoids rewriting for churn; if the file is missing, stale, or
incomplete, the subagent creates or updates it from
`../../references/studio-docs/templates/game-pillars.md`. The initial version
only needs the brainstorm-level material: core fantasy, unique hook, target
MDA aesthetics, 3-5 pillars, design tests, anti-pillars, conflict priority,
and a validation checklist.
- **`art-director`** — gate **AD-CONCEPT-VISUAL** (`../../references/studio-docs/director-gates.md`) - **`art-director`** — gate **AD-CONCEPT-VISUAL** (`../../references/studio-docs/director-gates.md`)
Pass: game concept elevator pitch, full pillar set with design tests, target platform (if known), any reference games or visual touchstones the user mentioned. Pass: game concept elevator pitch, full pillar set with design tests, target platform (if known), any reference games or visual touchstones the user mentioned.
@@ -285,10 +312,20 @@ Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP defi
--- ---
4. **Generate the game concept document** using the template at 4. **Generate the brainstorm documents**:
`../../references/studio-docs/templates/game-concept.md`. Fill in ALL sections from the
brainstorm conversation, including the MDA analysis, player motivation - Generate or update `design/gdd/game-pillars.md` using
profile, and flow state design sections. `../../references/studio-docs/templates/game-pillars.md`. This file is
created during `/brainstorm`, even if it starts lightweight. If review mode
is `full`, the `creative-director` subagent owns this write during
CD-PILLARS. If review mode is `lean` or `solo`, the main brainstorm workflow
writes the initial version directly after pillars are locked.
- Generate `design/gdd/game-concept.md` using
`../../references/studio-docs/templates/game-concept.md`. Fill in ALL
sections from the brainstorm conversation, including the MDA analysis,
player motivation profile, and flow state design sections.
- In `design/gdd/game-concept.md`, summarize the locked pillars and link to
`design/gdd/game-pillars.md` as the detailed pillar source of truth.
**Include a Visual Identity Anchor section** in the game concept document with: **Include a Visual Identity Anchor section** in the game concept document with:
- The selected visual direction name - The selected visual direction name
@@ -300,16 +337,20 @@ Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP defi
move" decision before it can be forgotten between sessions. move" decision before it can be forgotten between sessions.
5. Use a structured prompt or direct chat question for write approval: 5. Use a structured prompt or direct chat question for write approval:
- Prompt: "Game concept is ready. May I write it to `design/gdd/game-concept.md`?" - Prompt: "Brainstorm documents are ready. May I write them to `design/gdd/game-concept.md` and `design/gdd/game-pillars.md`?"
- Options: `[A] Yes — write it` / `[B] Not yet — revise a section first` - Options: `[A] Yes — write them` / `[B] Not yet — revise a section first`
If [B]: ask which section to revise using a structured prompt with options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe` If [B]: ask which section to revise using a structured prompt with options: `Elevator Pitch` / `Core Fantasy & Unique Hook` / `Pillars` / `Core Loop` / `MVP Definition` / `Scope Tiers` / `Risks` / `Something else — I'll describe`
After revising, show the updated section as a diff or clear before/after, then ask — "Ready to write the updated concept document?" After revising, show the updated section as a diff or clear before/after, then ask — "Ready to write the updated brainstorm documents?"
Options: `[A] Yes — write it` / `[B] Revise another section` Options: `[A] Yes — write them` / `[B] Revise another section`
Repeat until the user selects [A]. Repeat until the user selects [A].
If yes, generate the document using the template at `../../references/studio-docs/templates/game-concept.md`, fill in ALL sections from the brainstorm conversation, and write the file, creating directories as needed. If yes, generate `design/gdd/game-pillars.md` using
`../../references/studio-docs/templates/game-pillars.md` and
`design/gdd/game-concept.md` using
`../../references/studio-docs/templates/game-concept.md`, fill both from the
brainstorm conversation, and write the files, creating directories as needed.
**Scope consistency rule**: The "Estimated Scope" field in the Core Identity table must match the full-vision timeline from the Scope Tiers section — not just say "Large (9+ months)". Write it as "Large (XY months, solo)" or "Large (XY months, team of N)" so the summary table is accurate. **Scope consistency rule**: The "Estimated Scope" field in the Core Identity table must match the full-vision timeline from the Scope Tiers section — not just say "Large (9+ months)". Write it as "Large (XY months, solo)" or "Large (XY months, team of N)" so the summary table is accurate.
@@ -336,7 +377,7 @@ If yes, generate the document using the template at `../../references/studio-doc
5. "After full design and architecture, build the `/vertical-slice` to validate production readiness before committing to sprints" 5. "After full design and architecture, build the `/vertical-slice` to validate production readiness before committing to sprints"
7. **Output a summary** with the chosen concept's elevator pitch, pillars, 7. **Output a summary** with the chosen concept's elevator pitch, pillars,
primary player type, engine recommendation, biggest risk, and file path. primary player type, engine recommendation, biggest risk, and file paths.
Verdict: **COMPLETE** — game concept created and handed off for next steps. Verdict: **COMPLETE** — game concept created and handed off for next steps.

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@@ -10,3 +10,14 @@ Run the Codex Game Studios brainstorm workflow.
Before acting, read `DETAILS.md` for the full workflow. Apply project guidance from `AGENTS.md` and use `../../standards/` for path-specific standards. Before acting, read `DETAILS.md` for the full workflow. Apply project guidance from `AGENTS.md` and use `../../standards/` for path-specific standards.
Director gates use the bundled custom agents from `../../runtime/agents/`. If the current project does not already have those agents installed in `.codex/agents/`, run `$setup-runtime` first. Director gates use the bundled custom agents from `../../runtime/agents/`. If the current project does not already have those agents installed in `.codex/agents/`, run `$setup-runtime` first.
Review mode controls review-gate intensity, not all custom-agent usage:
`full` runs key director/lead gates, `lean` runs only PHASE-GATE checks such as
`/gate-check`, and `solo` skips director review gates.
`/brainstorm` writes two brainstorm-stage artifacts:
`design/gdd/game-concept.md` and `design/gdd/game-pillars.md`. In
`--review full` mode, `/brainstorm` calls the `creative-director` custom agent
during the CD-PILLARS gate and gives that subagent responsibility for creating
or updating `design/gdd/game-pillars.md`. In `lean` or `solo` mode, the main
brainstorm workflow writes the initial pillar document directly.

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@@ -14,6 +14,16 @@ Codex Game Studios is a game-production plugin built around plugin-discovered sk
- Use `runtime/agents/` as the plugin source of bundled custom agents. - Use `runtime/agents/` as the plugin source of bundled custom agents.
- Use `references/` and `standards/` only when the active workflow points to them. - Use `references/` and `standards/` only when the active workflow points to them.
## Review Intensity
`production/review-mode.txt` controls review-gate intensity, not whether agents
exist or whether future team workflows may use subagents for core work:
- `full` — all key director / lead review gates call their custom agents.
- `lean` — only PHASE-GATE review gates such as `/gate-check` call directors;
ordinary per-skill review gates are skipped.
- `solo` — all director review gates are skipped.
## Design Rule ## Design Rule
Do not rely on a global `~/.codex/skills/codex-game-studio` bridge. The installed plugin exposes its skills through `.codex-plugin/plugin.json` with `"skills": "./skills/"`, matching the normal Codex plugin layout. Do not rely on a global `~/.codex/skills/codex-game-studio` bridge. The installed plugin exposes its skills through `.codex-plugin/plugin.json` with `"skills": "./skills/"`, matching the normal Codex plugin layout.

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@@ -5,6 +5,14 @@ paths:
# Design Document Rules # Design Document Rules
These rules apply to per-system GDDs under `design/gdd/**`.
`design/gdd/game-concept.md` uses
`references/studio-docs/templates/game-concept.md`. In full `/brainstorm`
review mode, `design/gdd/game-pillars.md` is created or updated through the
`creative-director` subagent during CD-PILLARS. In lean or solo mode, the main
brainstorm workflow creates the initial version directly. It uses
`references/studio-docs/templates/game-pillars.md`.
- Every design document MUST contain these 8 sections: Overview, Player Fantasy, Detailed Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria - Every design document MUST contain these 8 sections: Overview, Player Fantasy, Detailed Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria
- Formulas must include variable definitions, expected value ranges, and example calculations - Formulas must include variable definitions, expected value ranges, and example calculations
- Edge cases must explicitly state what happens, not just "handle gracefully" - Edge cases must explicitly state what happens, not just "handle gracefully"