添加brainstorm工作流与插件元数据
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20
.agents/plugins/marketplace.json
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.agents/plugins/marketplace.json
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{
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"name": "wxm",
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"interface": {
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"displayName": "wxm"
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},
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"plugins": [
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{
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"name": "codex-game-studios",
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"source": {
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"source": "local",
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"path": "./"
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},
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"policy": {
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"installation": "AVAILABLE",
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"authentication": "ON_INSTALL"
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},
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"category": "Coding"
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}
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]
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}
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@@ -1,28 +1,43 @@
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{
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"name": "codex-game-studios",
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"version": "0.1.0",
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"description": "[TODO: Brief plugin description]",
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"description": "A Codex plugin for building game-production workflows step by step, starting with guided game concept brainstorming.",
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"author": {
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"name": "[TODO: Author Name]",
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"email": "[TODO: author@example.com]",
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"url": "[TODO: https://example.com]"
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"name": "wxm",
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"email": "18854896936@163.com",
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"url": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios"
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},
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"homepage": "[TODO: https://example.com/codex-game-studios]",
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"homepage": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"repository": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"license": "[TODO: License identifier, for example MIT]",
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"keywords": [],
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"license": "MIT",
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"keywords": [
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"games",
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"game-development",
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"studio-workflow",
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"brainstorm",
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"gdd"
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],
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"skills": "./skills/",
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"interface": {
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"displayName": "Codex Game Studios",
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"shortDescription": "[TODO: Short description for compact views]",
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"longDescription": "[TODO: Longer plugin description for details views]",
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"developerName": "[TODO: Developer or team name]",
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"shortDescription": "Game-production workflows for Codex",
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"longDescription": "Build a Codex game-production plugin step by step. The current workflow starts with /brainstorm, a guided concept ideation process that turns a rough idea into a structured game concept document.",
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"developerName": "wxm",
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"category": "Coding",
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"capabilities": [],
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"websiteURL": "[TODO: https://example.com]",
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"privacyPolicyURL": "[TODO: https://example.com/privacy]",
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"termsOfServiceURL": "[TODO: https://example.com/terms]",
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"defaultPrompt": [],
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"capabilities": [
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"Interactive",
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"Read",
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"Write"
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],
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"websiteURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"privacyPolicyURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"termsOfServiceURL": "https://gitea.wuxianming.ac.cn/wxm/codex-game-studios",
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"defaultPrompt": [
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"Run /brainstorm for my game project."
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],
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"brandColor": "#0F766E",
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"composerIcon": "./assets/codex-game-studio.svg",
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"logo": "./assets/codex-game-studio.svg",
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"screenshots": []
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}
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}
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10
README.md
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README.md
@@ -4,11 +4,15 @@ This repository is the minimal starting framework for a Codex plugin.
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Current state:
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- No skills
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- Skills: `/brainstorm`
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- Agents: `creative-director`, `art-director`, `technical-director`, `producer`
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- Assets: `codex-game-studio.svg`
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- References: `director-gates.md`, `templates/game-concept.md`
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- Standards: `design-docs.md`
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- Commands: `/brainstorm` wrapper document
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- Marketplace: `.agents/plugins/marketplace.json`
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- No hooks
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- No agents
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- No rules
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- No commands
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- No MCP servers
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- No app integrations
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3
agents/art-director.toml
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agents/art-director.toml
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agents/creative-director.toml
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agents/creative-director.toml
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agents/producer.toml
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agents/producer.toml
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agents/technical-director.toml
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agents/technical-director.toml
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assets/codex-game-studio.svg
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assets/codex-game-studio.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="512" height="512" viewBox="0 0 512 512">
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<rect width="512" height="512" rx="96" fill="#111827"/>
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<path d="M112 146h288v220H112z" fill="#0f766e"/>
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<path d="M146 184h220v34H146zM146 246h118v34H146zM146 308h180v34H146z" fill="#f8fafc"/>
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<circle cx="360" cy="280" r="36" fill="#facc15"/>
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<path d="M360 238v84M318 280h84" stroke="#111827" stroke-width="18" stroke-linecap="round"/>
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</svg>
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After Width: | Height: | Size: 441 B |
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commands/brainstorm.md
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commands/brainstorm.md
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# /brainstorm
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Run the Brainstorm Codex Game Studio skill workflow.
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## Arguments
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Pass any text after `/brainstorm` as workflow input.
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## Workflow
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1. Use `../skills/brainstorm/SKILL.md` as the workflow entry point.
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2. Read `../skills/brainstorm/DETAILS.md` when present for the full procedure.
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3. Apply project guidance from `AGENTS.md` and relevant files in `../standards/` before changing project files.
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4. Use `../agents/<agent-name>.toml` when the skill delegates to a custom agent.
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5. Return decisions, changes, blockers, verification, and next steps.
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806
references/studio-docs/director-gates.md
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references/studio-docs/director-gates.md
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# Director Gates — Shared Review Pattern
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This document defines the standard gate prompts for all director and lead reviews
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across every workflow stage. Skills reference gate IDs from this document instead
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of embedding full prompts inline — eliminating drift when prompts need updating.
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**Scope**: All 7 production stages (Concept → Release), all 3 Tier 1 directors,
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all key Tier 2 leads. Any skill, team orchestrator, or workflow may invoke these gates.
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---
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## How to Use This Document
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In any skill, replace an inline director prompt with a reference:
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```
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Spawn `creative-director` via subagent delegation using gate **CD-PILLARS** from
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`docs/game-studio/director-gates.md`.
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```
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Pass the context listed under that gate's **Context to pass** field, then handle
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the verdict using the **Verdict handling** rules below.
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---
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## Review Modes
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Review intensity controls whether director gates run. It can be set globally
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(persists across sessions) or overridden per skill run.
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**Global config**: `production/review-mode.txt` — one word: `full`, `lean`, or `solo`.
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Set once during `/start`. Edit the file directly to change it at any time.
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**Per-run override**: any gate-using skill accepts `--review [full|lean|solo]` as an
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argument. This overrides the global config for that run only.
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Examples:
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```
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/brainstorm space horror → uses global mode
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/brainstorm space horror --review full → forces full mode this run
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/architecture-decision --review solo → skips all gates this run
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```
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| Mode | What runs | Best for |
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|------|-----------|----------|
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| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed |
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**Check pattern — apply before every gate spawn:**
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```
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Before spawning gate [GATE-ID]:
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1. If skill was called with --review [mode], use that
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2. Else read production/review-mode.txt
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3. Else default to lean
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Apply the resolved mode:
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- solo → skip all gates. Note: "[GATE-ID] skipped — Solo mode"
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- lean → skip unless this is a PHASE-GATE (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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Note: "[GATE-ID] skipped — Lean mode"
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- full → spawn as normal
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```
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---
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## Invocation Pattern (copy into any skill)
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**MANDATORY: Resolve review mode before every gate spawn.** Never spawn a gate without checking. The resolved mode is determined once per skill run:
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1. If skill was called with `--review [mode]`, use that
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2. Else read `production/review-mode.txt`
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3. Else default to `lean`
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Apply the resolved mode:
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- `solo` → **skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode`
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- `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`
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- `full` → spawn as normal
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```
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# Apply mode check, then:
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Spawn `[agent-name]` via subagent delegation:
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- Gate: [GATE-ID] (see docs/game-studio/director-gates.md)
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- Context: [fields listed under that gate]
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- Await the verdict before proceeding.
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```
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For parallel spawning (multiple directors at the same gate point):
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```
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# Apply mode check for each gate first, then spawn all that survive:
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Spawn all [N] agents simultaneously via subagent delegation — issue all subagent requests before
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waiting for any result. Collect all verdicts before proceeding.
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```
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---
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## Standard Verdict Format
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All gates return one of three verdicts. Skills must handle all three:
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| Verdict | Meaning | Default action |
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|---------|---------|----------------|
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| **APPROVE / READY** | No issues. Proceed. | Continue the workflow |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via `ask the user in chat` — options: `Revise flagged items` / `Accept and proceed` / `Discuss further` |
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| **REJECT / NOT READY [blockers]** | Blocking issues. Do not proceed. | Surface blockers to user. Do not write files or advance stage until resolved. |
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**Escalation rule**: When multiple directors are spawned in parallel, apply the
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strictest verdict — one NOT READY overrides all READY verdicts.
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---
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## Recording Gate Outcomes
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After a gate resolves, record the verdict in the relevant document's status header:
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```markdown
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> **[Director] Review ([GATE-ID])**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]
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```
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For phase gates, record in `docs/architecture/architecture.md` or
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`production/session-state/active.md` as appropriate.
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---
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## Tier 1 — Creative Director Gates
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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---
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### CD-PILLARS — Pillar Stress Test
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**Trigger**: After game pillars and anti-pillars are defined (brainstorm Phase 4,
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or any time pillars are revised)
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**Context to pass**:
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- Full pillar set with names, definitions, and design tests
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- Anti-pillars list
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- Core fantasy statement
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- Unique hook ("Like X, AND ALSO Y")
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**Prompt**:
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> "Review these game pillars. Are they falsifiable — could a real design decision
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> actually fail this pillar? Do they create meaningful tension with each other? Do
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> they differentiate this game from its closest comparables? Would they help resolve
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> a design disagreement in practice, or are they too vague to be useful? Return
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> specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-GDD-ALIGN — GDD Pillar Alignment Check
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**Trigger**: After a system GDD is authored (design-system, quick-design, or any
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workflow that produces a GDD)
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**Context to pass**:
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- GDD file path
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- Game pillars (from `design/gdd/game-concept.md` or `design/gdd/game-pillars.md`)
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- MDA aesthetics target for this game
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- System's stated Player Fantasy section
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**Prompt**:
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> "Review this system GDD for pillar alignment. Does every section serve the stated
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> pillars? Are there mechanics or rules that contradict or weaken a pillar? Does
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> the Player Fantasy section match the game's core fantasy? Return APPROVE, CONCERNS
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> [specific sections with issues], or REJECT [pillar violations that must be
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> redesigned before this system is implementable]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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---
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### CD-SYSTEMS — Systems Decomposition Vision Check
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**Trigger**: After the systems index is written by `/map-systems` — validates the
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complete system set before GDD authoring begins
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**Context to pass**:
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- Systems index path (`design/gdd/systems-index.md`)
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- Game pillars and core fantasy (from `design/gdd/game-concept.md`)
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- Priority tier assignments (MVP / Vertical Slice / Alpha / Full Vision)
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- Any high-risk or bottleneck systems identified in the dependency map
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**Prompt**:
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> "Review this systems decomposition against the game's design pillars. Does the
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> full set of MVP-tier systems collectively deliver the core fantasy? Are there
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> systems whose mechanics don't serve any stated pillar — indicating they may be
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> scope creep? Are there pillar-critical player experiences that have no system
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> assigned to deliver them? Are any systems missing that the core loop requires?
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> Return APPROVE (systems serve the vision), CONCERNS [specific gaps or
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> misalignments with their pillar implications], or REJECT [fundamental gaps —
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> the decomposition misses critical design intent and must be revised before GDD
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||||
> authoring begins]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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||||
---
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||||
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### CD-NARRATIVE — Narrative Consistency Check
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**Trigger**: After narrative GDDs, lore documents, dialogue specs, or world-building
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documents are authored (team-narrative, design-system for story systems, writer
|
||||
deliverables)
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**Context to pass**:
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- Document file path(s)
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- Game pillars
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- Narrative direction brief or tone guide (if exists at `design/narrative/`)
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- Any existing lore that the new document references
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||||
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**Prompt**:
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> "Review this narrative content for consistency with the game's pillars and
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> established world rules. Does the tone match the game's established voice? Are
|
||||
> there contradictions with existing lore or world-building? Does the content serve
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||||
> the player experience pillar? Return APPROVE, CONCERNS [specific inconsistencies],
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||||
> or REJECT [contradictions that break world coherence]."
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||||
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||||
**Verdicts**: APPROVE / CONCERNS / REJECT
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||||
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||||
---
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||||
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||||
### CD-PLAYTEST — Player Experience Validation
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||||
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||||
**Trigger**: After playtest reports are generated (`/playtest-report`), or after
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||||
any session that produces player feedback
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||||
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||||
**Context to pass**:
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- Playtest report file path
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- Game pillars and core fantasy statement
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||||
- The specific hypothesis being tested
|
||||
|
||||
**Prompt**:
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||||
> "Review this playtest report against the game's design pillars and core fantasy.
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||||
> Is the player experience matching the intended fantasy? Are there systematic issues
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||||
> that represent pillar drift — mechanics that feel fine in isolation but undermine
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||||
> the intended experience? Return APPROVE (core fantasy is landing), CONCERNS [gaps
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||||
> between intended and actual experience], or REJECT [core fantasy is not present —
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||||
> redesign needed before further playtesting]."
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||||
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||||
**Verdicts**: APPROVE / CONCERNS / REJECT
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||||
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||||
---
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||||
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||||
### CD-PHASE-GATE — Creative Readiness at Phase Transition
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||||
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||||
**Trigger**: Always at `/gate-check` — spawn in parallel with TD-PHASE-GATE and PR-PHASE-GATE
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||||
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||||
**Context to pass**:
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||||
- Target phase name
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||||
- List of all artifacts present (file paths)
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||||
- Game pillars and core fantasy
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||||
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||||
**Prompt**:
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||||
> "Review the current project state for [target phase] gate readiness from a
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||||
> creative direction perspective. Are the game pillars faithfully represented in
|
||||
> all design artifacts? Does the current state preserve the core fantasy? Are there
|
||||
> any design decisions across GDDs or architecture that compromise the intended
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||||
> player experience? Return READY, CONCERNS [list], or NOT READY [blockers]."
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||||
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||||
**Verdicts**: READY / CONCERNS / NOT READY
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||||
|
||||
---
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||||
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||||
## Tier 1 — Technical Director Gates
|
||||
|
||||
Agent: `technical-director` | Model tier: Opus | Domain: Architecture, engine risk, performance
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||||
|
||||
---
|
||||
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||||
### TD-SYSTEM-BOUNDARY — System Boundary Architecture Review
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||||
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||||
**Trigger**: After `/map-systems` Phase 3 dependency mapping is agreed but before
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||||
GDD authoring begins — validates that the system structure is architecturally
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||||
sound before teams invest in writing GDDs against it
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||||
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||||
**Context to pass**:
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||||
- Systems index path (or the dependency map summary if index not yet written)
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||||
- Layer assignments (Foundation / Core / Feature / Presentation / Polish)
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||||
- The full dependency graph (what each system depends on)
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||||
- Any bottleneck systems flagged (many dependents)
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||||
- Any circular dependencies found and their proposed resolutions
|
||||
|
||||
**Prompt**:
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||||
> "Review this systems decomposition from an architectural perspective before GDD
|
||||
> authoring begins. Are the system boundaries clean — does each system own a
|
||||
> distinct concern with minimal overlap? Are there God Object risks (systems doing
|
||||
> too much)? Does the dependency ordering create implementation-sequencing problems?
|
||||
> Are there implicit shared-state problems in the proposed boundaries that will
|
||||
> cause tight coupling when implemented? Are any Foundation-layer systems actually
|
||||
> dependent on Feature-layer systems (inverted dependency)? Return APPROVE
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||||
> (boundaries are architecturally sound — proceed to GDD authoring), CONCERNS
|
||||
> [specific boundary issues to address in the GDDs themselves], or REJECT
|
||||
> [fundamental boundary problems — the system structure will cause architectural
|
||||
> issues and must be restructured before any GDD is written]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### TD-FEASIBILITY — Technical Feasibility Assessment
|
||||
|
||||
**Trigger**: After biggest technical risks are identified during scope/feasibility
|
||||
(brainstorm Phase 6, quick-design, or any early-stage concept with technical unknowns)
|
||||
|
||||
**Context to pass**:
|
||||
- Concept's core loop description
|
||||
- Platform target
|
||||
- Engine choice (or "undecided")
|
||||
- List of identified technical risks
|
||||
|
||||
**Prompt**:
|
||||
> "Review these technical risks for a [genre] game targeting [platform] using
|
||||
> [engine or 'undecided engine']. Flag any HIGH risk items that could invalidate
|
||||
> the concept as described, any risks that are engine-specific and should influence
|
||||
> the engine choice, and any risks that are commonly underestimated by solo
|
||||
> developers. Return VIABLE (risks are manageable), CONCERNS [list with mitigation
|
||||
> suggestions], or HIGH RISK [blockers that require concept or scope revision]."
|
||||
|
||||
**Verdicts**: VIABLE / CONCERNS / HIGH RISK
|
||||
|
||||
---
|
||||
|
||||
### TD-ARCHITECTURE — Architecture Sign-Off
|
||||
|
||||
**Trigger**: After the master architecture document is drafted (`/create-architecture`
|
||||
Phase 7), and after any major architecture revision
|
||||
|
||||
**Context to pass**:
|
||||
- Architecture document path (`docs/architecture/architecture.md`)
|
||||
- Technical requirements baseline (TR-IDs and count)
|
||||
- ADR list with statuses
|
||||
- Engine knowledge gap inventory
|
||||
|
||||
**Prompt**:
|
||||
> "Review this master architecture document for technical soundness. Check: (1) Is
|
||||
> every technical requirement from the baseline covered by an architectural decision?
|
||||
> (2) Are all HIGH risk engine domains explicitly addressed or flagged as open
|
||||
> questions? (3) Are the API boundaries clean, minimal, and implementable? (4) Are
|
||||
> Foundation layer ADR gaps resolved before implementation begins? Return APPROVE,
|
||||
> CONCERNS [list], or REJECT [blockers that must be resolved before coding starts]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### TD-ADR — Architecture Decision Review
|
||||
|
||||
**Trigger**: After an individual ADR is authored (`/architecture-decision`), before
|
||||
it is marked Accepted
|
||||
|
||||
**Context to pass**:
|
||||
- ADR file path
|
||||
- Engine version and knowledge gap risk level for the domain
|
||||
- Related ADRs (if any)
|
||||
|
||||
**Prompt**:
|
||||
> "Review this Architecture Decision Record. Does it have a clear problem statement
|
||||
> and rationale? Are the rejected alternatives genuinely considered? Does the
|
||||
> Consequences section acknowledge the trade-offs honestly? Is the engine version
|
||||
> stamped? Are post-cutoff API risks flagged? Does it link to the GDD requirements
|
||||
> it covers? Return APPROVE, CONCERNS [specific gaps], or REJECT [the decision is
|
||||
> underspecified or makes unsound technical assumptions]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### TD-ENGINE-RISK — Engine Version Risk Review
|
||||
|
||||
**Trigger**: When making architecture decisions that touch post-cutoff engine APIs,
|
||||
or before finalizing any engine-specific implementation approach
|
||||
|
||||
**Context to pass**:
|
||||
- The specific API or feature being used
|
||||
- Engine version and LLM knowledge cutoff (from `docs/engine-reference/[engine]/VERSION.md`)
|
||||
- Relevant excerpt from breaking-changes or deprecated-apis docs
|
||||
|
||||
**Prompt**:
|
||||
> "Review this engine API usage against the version reference. Is this API present
|
||||
> in [engine version]? Has its signature, behaviour, or namespace changed since the
|
||||
> LLM knowledge cutoff? Are there known deprecations or post-cutoff alternatives?
|
||||
> Return APPROVE (safe to use as described), CONCERNS [verify before implementing],
|
||||
> or REJECT [API has changed — provide corrected approach]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### TD-PHASE-GATE — Technical Readiness at Phase Transition
|
||||
|
||||
**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE and PR-PHASE-GATE
|
||||
|
||||
**Context to pass**:
|
||||
- Target phase name
|
||||
- Architecture document path (if exists)
|
||||
- Engine reference path
|
||||
- ADR list
|
||||
|
||||
**Prompt**:
|
||||
> "Review the current project state for [target phase] gate readiness from a
|
||||
> technical direction perspective. Is the architecture sound for this phase? Are
|
||||
> all high-risk engine domains addressed? Are performance budgets realistic and
|
||||
> documented? Are Foundation-layer decisions complete enough to begin implementation?
|
||||
> Return READY, CONCERNS [list], or NOT READY [blockers]."
|
||||
|
||||
**Verdicts**: READY / CONCERNS / NOT READY
|
||||
|
||||
---
|
||||
|
||||
## Tier 1 — Producer Gates
|
||||
|
||||
Agent: `producer` | Model tier: Opus | Domain: Scope, timeline, dependencies, production risk
|
||||
|
||||
---
|
||||
|
||||
### PR-SCOPE — Scope and Timeline Validation
|
||||
|
||||
**Trigger**: After scope tiers are defined (brainstorm Phase 6, quick-design, or
|
||||
any workflow that produces an MVP definition and timeline estimate)
|
||||
|
||||
**Context to pass**:
|
||||
- Full vision scope description
|
||||
- MVP definition
|
||||
- Timeline estimate
|
||||
- Team size (solo / small team / etc.)
|
||||
- Scope tiers (what ships if time runs out)
|
||||
|
||||
**Prompt**:
|
||||
> "Review this scope estimate. Is the MVP achievable in the stated timeline for
|
||||
> the stated team size? Are the scope tiers correctly ordered by risk — does each
|
||||
> tier deliver a shippable product if work stops there? What is the most likely
|
||||
> cut point under time pressure, and is it a graceful fallback or a broken product?
|
||||
> Return REALISTIC (scope matches capacity), OPTIMISTIC [specific adjustments
|
||||
> recommended], or UNREALISTIC [blockers — timeline or MVP must be revised]."
|
||||
|
||||
**Verdicts**: REALISTIC / OPTIMISTIC / UNREALISTIC
|
||||
|
||||
---
|
||||
|
||||
### PR-SPRINT — Sprint Feasibility Review
|
||||
|
||||
**Trigger**: Before finalising a sprint plan (`/sprint-plan`), and after any
|
||||
mid-sprint scope change
|
||||
|
||||
**Context to pass**:
|
||||
- Proposed sprint story list (titles, estimates, dependencies)
|
||||
- Team capacity (hours available)
|
||||
- Current sprint backlog debt (if any)
|
||||
- Milestone constraints
|
||||
|
||||
**Prompt**:
|
||||
> "Review this sprint plan for feasibility. Is the story load realistic for the
|
||||
> available capacity? Are stories correctly ordered by dependency? Are there hidden
|
||||
> dependencies between stories that could block the sprint mid-way? Are any stories
|
||||
> underestimated given their technical complexity? Return REALISTIC (plan is
|
||||
> achievable), CONCERNS [specific risks], or UNREALISTIC [sprint must be
|
||||
> descoped — identify which stories to defer]."
|
||||
|
||||
**Verdicts**: REALISTIC / CONCERNS / UNREALISTIC
|
||||
|
||||
---
|
||||
|
||||
### PR-MILESTONE — Milestone Risk Assessment
|
||||
|
||||
**Trigger**: At milestone review (`/milestone-review`), at mid-sprint retrospectives,
|
||||
or when a scope change is proposed that affects the milestone
|
||||
|
||||
**Context to pass**:
|
||||
- Milestone definition and target date
|
||||
- Current completion percentage
|
||||
- Blocked stories count
|
||||
- Sprint velocity data (if available)
|
||||
|
||||
**Prompt**:
|
||||
> "Review this milestone status. Based on current velocity and blocked story count,
|
||||
> will this milestone hit its target date? What are the top 3 production risks
|
||||
> between now and the milestone? Are there scope items that should be cut to protect
|
||||
> the milestone date vs. items that are non-negotiable? Return ON TRACK, AT RISK
|
||||
> [specific mitigations], or OFF TRACK [date must slip or scope must cut — provide
|
||||
> both options]."
|
||||
|
||||
**Verdicts**: ON TRACK / AT RISK / OFF TRACK
|
||||
|
||||
---
|
||||
|
||||
### PR-EPIC — Epic Structure Feasibility Review
|
||||
|
||||
**Trigger**: After epics are defined by `/create-epics`, before stories are
|
||||
broken out — validates the epic structure is producible before `/create-stories`
|
||||
is invoked
|
||||
|
||||
**Context to pass**:
|
||||
- Epic definition file paths (all epics just created)
|
||||
- Epic index path (`production/epics/index.md`)
|
||||
- Milestone timeline and target dates
|
||||
- Team capacity (solo / small team / size)
|
||||
- Layer being epiced (Foundation / Core / Feature / etc.)
|
||||
|
||||
**Prompt**:
|
||||
> "Review this epic structure for production feasibility before story breakdown
|
||||
> begins. Are the epic boundaries scoped appropriately — could each epic realistically
|
||||
> complete before a milestone deadline? Are epics correctly ordered by system
|
||||
> dependency — does any epic require another epic's output before it can start?
|
||||
> Are any epics underscoped (too small, should merge) or overscoped (too large,
|
||||
> should split into 2-3 focused epics)? Are the Foundation-layer epics scoped to
|
||||
> allow Core-layer epics to begin at the start of the next sprint after Foundation
|
||||
> completes? Return REALISTIC (epic structure is producible), CONCERNS [specific
|
||||
> structural adjustments before stories are written], or UNREALISTIC [epics must
|
||||
> be split, merged, or reordered — story breakdown cannot begin until resolved]."
|
||||
|
||||
**Verdicts**: REALISTIC / CONCERNS / UNREALISTIC
|
||||
|
||||
---
|
||||
|
||||
### PR-PHASE-GATE — Production Readiness at Phase Transition
|
||||
|
||||
**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE and TD-PHASE-GATE
|
||||
|
||||
**Context to pass**:
|
||||
- Target phase name
|
||||
- Sprint and milestone artifacts present
|
||||
- Team size and capacity
|
||||
- Current blocked story count
|
||||
|
||||
**Prompt**:
|
||||
> "Review the current project state for [target phase] gate readiness from a
|
||||
> production perspective. Is the scope realistic for the stated timeline and team
|
||||
> size? Are dependencies properly ordered so the team can actually execute in
|
||||
> sequence? Are there milestone or sprint risks that could derail the phase within
|
||||
> the first two sprints? Return READY, CONCERNS [list], or NOT READY [blockers]."
|
||||
|
||||
**Verdicts**: READY / CONCERNS / NOT READY
|
||||
|
||||
---
|
||||
|
||||
## Tier 1 — Art Director Gates
|
||||
|
||||
Agent: `art-director` | Model tier: Sonnet | Domain: Visual identity, art bible, visual production readiness
|
||||
|
||||
---
|
||||
|
||||
### AD-CONCEPT-VISUAL — Visual Identity Anchor
|
||||
|
||||
**Trigger**: After game pillars are locked (brainstorm Phase 4), in parallel with CD-PILLARS
|
||||
|
||||
**Context to pass**:
|
||||
- Game concept (elevator pitch, core fantasy, unique hook)
|
||||
- Full pillar set with names, definitions, and design tests
|
||||
- Target platform (if known)
|
||||
- Any reference games or visual touchstones mentioned by the user
|
||||
|
||||
**Prompt**:
|
||||
> "Based on these game pillars and core concept, propose 2-3 distinct visual identity
|
||||
> directions. For each direction provide: (1) a one-line visual rule that could guide
|
||||
> all visual decisions (e.g., 'everything must move', 'beauty is in the decay'), (2)
|
||||
> mood and atmosphere targets, (3) shape language (sharp/rounded/organic/geometric
|
||||
> emphasis), (4) color philosophy (palette direction, what colors mean in this world).
|
||||
> Be specific — avoid generic descriptions. One direction should directly serve the
|
||||
> primary design pillar. Name each direction. Recommend which best serves the stated
|
||||
> pillars and explain why."
|
||||
|
||||
**Verdicts**: CONCEPTS (multiple valid options — user selects) / STRONG (one direction clearly dominant) / CONCERNS (pillars don't provide enough direction to differentiate visual identity yet)
|
||||
|
||||
---
|
||||
|
||||
### AD-ART-BIBLE — Art Bible Sign-Off
|
||||
|
||||
**Trigger**: After the art bible is drafted (`/art-bible`), before asset production begins
|
||||
|
||||
**Context to pass**:
|
||||
- Art bible path (`design/art/art-bible.md`)
|
||||
- Game pillars and core fantasy
|
||||
- Platform and performance constraints (from `docs/game-studio/technical-preferences.md` if configured)
|
||||
- Visual identity anchor chosen during brainstorm (from `design/gdd/game-concept.md`)
|
||||
|
||||
**Prompt**:
|
||||
> "Review this art bible for completeness and internal consistency. Does the color
|
||||
> system match the mood targets? Does the shape language follow from the visual
|
||||
> identity statement? Are the asset standards achievable within the platform
|
||||
> constraints? Does the character design direction give artists enough to work from
|
||||
> without over-specifying? Are there contradictions between sections? Would an
|
||||
> outsourcing team be able to produce assets from this document without additional
|
||||
> briefing? Return APPROVE (art bible is production-ready), CONCERNS [specific
|
||||
> sections needing clarification], or REJECT [fundamental inconsistencies that must
|
||||
> be resolved before asset production begins]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### AD-PHASE-GATE — Visual Readiness at Phase Transition
|
||||
|
||||
**Trigger**: Always at `/gate-check` — spawn in parallel with CD-PHASE-GATE, TD-PHASE-GATE, and PR-PHASE-GATE
|
||||
|
||||
**Context to pass**:
|
||||
- Target phase name
|
||||
- List of all art/visual artifacts present (file paths)
|
||||
- Visual identity anchor from `design/gdd/game-concept.md` (if present)
|
||||
- Art bible path if it exists (`design/art/art-bible.md`)
|
||||
|
||||
**Prompt**:
|
||||
> "Review the current project state for [target phase] gate readiness from a visual
|
||||
> direction perspective. Is the visual identity established and documented at the
|
||||
> level this phase requires? Are the right visual artifacts in place? Would visual
|
||||
> teams be able to begin their work without visual direction gaps that cause costly
|
||||
> rework later? Are there visual decisions that are being deferred past their latest
|
||||
> responsible moment? Return READY, CONCERNS [specific visual direction gaps that
|
||||
> could cause production rework], or NOT READY [visual blockers that must exist
|
||||
> before this phase can succeed — specify what artifact is missing and why it
|
||||
> matters at this stage]."
|
||||
|
||||
**Verdicts**: READY / CONCERNS / NOT READY
|
||||
|
||||
---
|
||||
|
||||
## Tier 2 — Lead Gates
|
||||
|
||||
These gates are invoked by orchestration skills and senior skills when a domain
|
||||
specialist's feasibility sign-off is needed. Tier 2 leads use Sonnet (default).
|
||||
|
||||
---
|
||||
|
||||
### LP-FEASIBILITY — Lead Programmer Implementation Feasibility
|
||||
|
||||
**Trigger**: After the master architecture document is written (`/create-architecture`
|
||||
Phase 7b), or when a new architectural pattern is proposed
|
||||
|
||||
**Context to pass**:
|
||||
- Architecture document path
|
||||
- Technical requirements baseline summary
|
||||
- ADR list with statuses
|
||||
|
||||
**Prompt**:
|
||||
> "Review this architecture for implementation feasibility. Flag: (a) any decisions
|
||||
> that would be difficult or impossible to implement with the stated engine and
|
||||
> language, (b) any missing interface definitions that programmers would need to
|
||||
> invent themselves, (c) any patterns that create avoidable technical debt or
|
||||
> that contradict standard [engine] idioms. Return FEASIBLE, CONCERNS [list], or
|
||||
> INFEASIBLE [blockers that make this architecture unimplementable as written]."
|
||||
|
||||
**Verdicts**: FEASIBLE / CONCERNS / INFEASIBLE
|
||||
|
||||
---
|
||||
|
||||
### LP-CODE-REVIEW — Lead Programmer Code Review
|
||||
|
||||
**Trigger**: After a dev story is implemented (`/dev-story`, `/story-done`), or
|
||||
as part of `/code-review`
|
||||
|
||||
**Context to pass**:
|
||||
- Implementation file paths
|
||||
- Story file path (for acceptance criteria)
|
||||
- Relevant GDD section
|
||||
- ADR that governs this system
|
||||
|
||||
**Prompt**:
|
||||
> "Review this implementation against the story acceptance criteria and governing
|
||||
> ADR. Does the code match the architecture boundary definitions? Are there
|
||||
> violations of the coding standards or forbidden patterns? Is the public API
|
||||
> testable and documented? Are there any correctness issues against the GDD rules?
|
||||
> Return APPROVE, CONCERNS [specific issues], or REJECT [must be revised before merge]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### QL-STORY-READY — QA Lead Story Readiness Check
|
||||
|
||||
**Trigger**: Before a story is accepted into a sprint — invoked by `/create-stories`,
|
||||
`/story-readiness`, and `/sprint-plan` during story selection
|
||||
|
||||
**Context to pass**:
|
||||
- Story file path
|
||||
- Story type (Logic / Integration / Visual/Feel / UI / Config/Data)
|
||||
- Acceptance criteria list (verbatim from the story)
|
||||
- The GDD requirement (TR-ID and text) the story covers
|
||||
|
||||
**Prompt**:
|
||||
> "Review this story's acceptance criteria for testability before it enters the
|
||||
> sprint. Are all criteria specific enough that a developer would know unambiguously
|
||||
> when they are done? For Logic-type stories: can every criterion be verified with
|
||||
> an automated test? For Integration stories: is each criterion observable in a
|
||||
> controlled test environment? Flag criteria that are too vague to implement
|
||||
> against, and flag criteria that require a full game build to test (mark these
|
||||
> DEFERRED, not BLOCKED). Return ADEQUATE (criteria are implementable as written),
|
||||
> GAPS [specific criteria needing refinement], or INADEQUATE [criteria are too
|
||||
> vague — story must be revised before sprint inclusion]."
|
||||
|
||||
**Verdicts**: ADEQUATE / GAPS / INADEQUATE
|
||||
|
||||
---
|
||||
|
||||
### QL-TEST-COVERAGE — QA Lead Test Coverage Review
|
||||
|
||||
**Trigger**: After implementation stories are complete, before marking an epic
|
||||
done, or at `/gate-check` Production → Polish
|
||||
|
||||
**Context to pass**:
|
||||
- List of implemented stories with story types (Logic / Integration / Visual / UI / Config)
|
||||
- Test file paths in `tests/`
|
||||
- GDD acceptance criteria for the system
|
||||
|
||||
**Prompt**:
|
||||
> "Review the test coverage for these implementation stories. Are all Logic stories
|
||||
> covered by passing unit tests? Are Integration stories covered by integration
|
||||
> tests or documented playtests? Are the GDD acceptance criteria each mapped to at
|
||||
> least one test? Are there untested edge cases from the GDD Edge Cases section?
|
||||
> Return ADEQUATE (coverage meets standards), GAPS [specific missing tests], or
|
||||
> INADEQUATE [critical logic is untested — do not advance]."
|
||||
|
||||
**Verdicts**: ADEQUATE / GAPS / INADEQUATE
|
||||
|
||||
---
|
||||
|
||||
### ND-CONSISTENCY — Narrative Director Consistency Check
|
||||
|
||||
**Trigger**: After writer deliverables (dialogue, lore, item descriptions) are
|
||||
authored, or when a design decision has narrative implications
|
||||
|
||||
**Context to pass**:
|
||||
- Document or content file path(s)
|
||||
- Narrative bible or tone guide path (if exists)
|
||||
- Relevant world-building rules
|
||||
- Character or faction profiles affected
|
||||
|
||||
**Prompt**:
|
||||
> "Review this narrative content for internal consistency and adherence to
|
||||
> established world rules. Are character voices consistent with their established
|
||||
> profiles? Does the lore contradict any established facts? Is the tone consistent
|
||||
> with the game's narrative direction? Return APPROVE, CONCERNS [specific
|
||||
> inconsistencies to fix], or REJECT [contradictions that break the narrative
|
||||
> foundation]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
### AD-VISUAL — Art Director Visual Consistency Review
|
||||
|
||||
**Trigger**: After art direction decisions are made, when new asset types are
|
||||
introduced, or when a tech art decision affects visual style
|
||||
|
||||
**Context to pass**:
|
||||
- Art bible path (if exists at `design/art/art-bible.md`)
|
||||
- The specific asset type, style decision, or visual direction being reviewed
|
||||
- Reference images or style descriptions
|
||||
- Platform and performance constraints
|
||||
|
||||
**Prompt**:
|
||||
> "Review this visual direction decision for consistency with the established art
|
||||
> style and production constraints. Does it match the art bible? Is it achievable
|
||||
> within the platform's performance budget? Are there asset pipeline implications
|
||||
> that create technical risk? Return APPROVE, CONCERNS [specific adjustments], or
|
||||
> REJECT [style violation or production risk that must be resolved first]."
|
||||
|
||||
**Verdicts**: APPROVE / CONCERNS / REJECT
|
||||
|
||||
---
|
||||
|
||||
## Parallel Gate Protocol
|
||||
|
||||
When a workflow requires multiple directors at the same checkpoint (most common
|
||||
at `/gate-check`), spawn all agents simultaneously:
|
||||
|
||||
```
|
||||
Spawn in parallel (issue all subagent requests before waiting for any result):
|
||||
1. creative-director → gate CD-PHASE-GATE
|
||||
2. technical-director → gate TD-PHASE-GATE
|
||||
3. producer → gate PR-PHASE-GATE
|
||||
4. art-director → gate AD-PHASE-GATE
|
||||
|
||||
Collect all four verdicts, then apply escalation rules:
|
||||
- Any NOT READY / REJECT → overall verdict minimum FAIL
|
||||
- Any CONCERNS → overall verdict minimum CONCERNS
|
||||
- All READY / APPROVE → eligible for PASS (still subject to artifact checks)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Adding New Gates
|
||||
|
||||
When a new gate is needed for a new skill or workflow:
|
||||
|
||||
1. Assign a gate ID: `[DIRECTOR-PREFIX]-[DESCRIPTIVE-SLUG]`
|
||||
- Prefixes: `CD-` `TD-` `PR-` `LP-` `QL-` `ND-` `AD-`
|
||||
- Add new prefixes for new agents: `audio-director` → `AU-`, `ux-designer` → `UX-`
|
||||
2. Add the gate under the appropriate director section with all five fields:
|
||||
Trigger, Context to pass, Prompt, Verdicts, and any special handling notes
|
||||
3. Reference it in skills by ID only — never copy the prompt text into the skill
|
||||
|
||||
---
|
||||
|
||||
## Gate Coverage by Stage
|
||||
|
||||
| Stage | Required Gates | Optional Gates |
|
||||
|-------|---------------|----------------|
|
||||
| **Concept** | CD-PILLARS, AD-CONCEPT-VISUAL | TD-FEASIBILITY, PR-SCOPE |
|
||||
| **Systems Design** | TD-SYSTEM-BOUNDARY, CD-SYSTEMS, PR-SCOPE, CD-GDD-ALIGN (per GDD) | ND-CONSISTENCY, AD-VISUAL |
|
||||
| **Technical Setup** | TD-ARCHITECTURE, TD-ADR (per ADR), LP-FEASIBILITY, AD-ART-BIBLE | TD-ENGINE-RISK |
|
||||
| **Pre-Production** | PR-EPIC, QL-STORY-READY (per story), PR-SPRINT, all four PHASE-GATEs (via gate-check) | CD-PLAYTEST |
|
||||
| **Production** | LP-CODE-REVIEW (per story), QL-STORY-READY, PR-SPRINT (per sprint), QL-TEST-COVERAGE (per sprint close-out) | PR-MILESTONE, AD-VISUAL |
|
||||
| **Polish** | QL-TEST-COVERAGE, CD-PLAYTEST, PR-MILESTONE | AD-VISUAL |
|
||||
| **Release** | All four PHASE-GATEs (via gate-check) | QL-TEST-COVERAGE |
|
||||
317
references/studio-docs/templates/game-concept.md
Normal file
317
references/studio-docs/templates/game-concept.md
Normal file
@@ -0,0 +1,317 @@
|
||||
# Game Concept: [Working Title]
|
||||
|
||||
*Created: [Date]*
|
||||
*Status: [Draft / Under Review / Approved]*
|
||||
|
||||
---
|
||||
|
||||
## Elevator Pitch
|
||||
|
||||
> [1-2 sentences that capture the entire game. Should be compelling enough to
|
||||
> make someone want to hear more. Format: "It's a [genre] where you [core
|
||||
> action] in a [setting] to [goal]."
|
||||
>
|
||||
> Test: Can someone who has never heard of this game understand what they'd
|
||||
> be doing in 10 seconds? If not, simplify.]
|
||||
|
||||
---
|
||||
|
||||
## Core Identity
|
||||
|
||||
| Aspect | Detail |
|
||||
| ---- | ---- |
|
||||
| **Genre** | [Primary genre + subgenre(s)] |
|
||||
| **Platform** | [PC / Console / Mobile / Cross-platform] |
|
||||
| **Target Audience** | [See Player Profile section below] |
|
||||
| **Player Count** | [Single-player / Co-op / Multiplayer / MMO] |
|
||||
| **Session Length** | [Typical play session: 10 min / 30 min / 1 hr / 2+ hr] |
|
||||
| **Monetization** | [Premium / F2P / Subscription / none yet] |
|
||||
| **Estimated Scope** | [Small (1-3 months) / Medium (3-9 months) / Large (9+ months)] |
|
||||
| **Comparable Titles** | [2-3 existing games in the same space] |
|
||||
|
||||
---
|
||||
|
||||
## Core Fantasy
|
||||
|
||||
[What power, experience, or feeling does the player get from this game?
|
||||
What can they do here that they can't do anywhere else?
|
||||
|
||||
The core fantasy is the emotional promise. It's not a feature list — it's the
|
||||
answer to "why would someone choose THIS game over anything else they could
|
||||
be doing?"
|
||||
|
||||
Examples of strong core fantasies:
|
||||
- "You are a lone survivor building a new life in a hostile wilderness" (survival)
|
||||
- "You command a civilization across millennia" (strategy)
|
||||
- "You explore a vast, beautiful world at your own pace" (open world)
|
||||
- "You master intricate combat and overcome impossible odds" (soulslike)]
|
||||
|
||||
---
|
||||
|
||||
## Unique Hook
|
||||
|
||||
[What makes this game different from everything else in its genre? This is
|
||||
the single most important differentiator.
|
||||
|
||||
A strong hook passes the "and also" test: "It's like [comparable game],
|
||||
AND ALSO [unique thing]." If the "and also" doesn't spark curiosity, the
|
||||
hook needs work.
|
||||
|
||||
The hook should be:
|
||||
- Explainable in one sentence
|
||||
- Genuinely novel (not just a combination of existing features)
|
||||
- Connected to the core fantasy (not a gimmick bolted on)
|
||||
- Something that affects gameplay, not just aesthetics]
|
||||
|
||||
---
|
||||
|
||||
## Player Experience Analysis (MDA Framework)
|
||||
|
||||
The MDA (Mechanics-Dynamics-Aesthetics) framework ensures we design from the
|
||||
player's emotional experience backward to the systems that create it.
|
||||
|
||||
### Target Aesthetics (What the player FEELS)
|
||||
Rank the following aesthetic goals for this game (1 = primary, mark N/A if not
|
||||
relevant). These come from the MDA framework's 8 aesthetic categories:
|
||||
|
||||
| Aesthetic | Priority | How We Deliver It |
|
||||
| ---- | ---- | ---- |
|
||||
| **Sensation** (sensory pleasure) | [1-8 or N/A] | [Visual beauty, audio design, haptics] |
|
||||
| **Fantasy** (make-believe, role-playing) | [Priority] | [World, characters, player identity] |
|
||||
| **Narrative** (drama, story arc) | [Priority] | [Plot structure, player-driven stories] |
|
||||
| **Challenge** (obstacle course, mastery) | [Priority] | [Difficulty curve, skill ceiling] |
|
||||
| **Fellowship** (social connection) | [Priority] | [Co-op, guilds, shared experiences] |
|
||||
| **Discovery** (exploration, secrets) | [Priority] | [Hidden areas, emergent systems, lore] |
|
||||
| **Expression** (self-expression, creativity) | [Priority] | [Build variety, cosmetics, creation tools] |
|
||||
| **Submission** (relaxation, comfort zone) | [Priority] | [Low-stress loops, ambient gameplay] |
|
||||
|
||||
### Key Dynamics (Emergent player behaviors)
|
||||
[What behaviors do we WANT to emerge from our mechanics? What should players
|
||||
naturally start doing without being told?
|
||||
|
||||
Example: "Players will experiment with ability combinations to find synergies"
|
||||
Example: "Players will share discoveries with the community"]
|
||||
|
||||
### Core Mechanics (Systems we build)
|
||||
[What are the 3-5 mechanical systems that generate the dynamics and aesthetics
|
||||
above? These are the rules, verbs, and systems we actually implement.]
|
||||
|
||||
1. [Mechanic 1 — e.g., "Real-time combat with stamina management"]
|
||||
2. [Mechanic 2 — e.g., "Procedurally generated dungeons with hand-crafted rooms"]
|
||||
3. [Mechanic 3 — e.g., "Crafting system with discoverable recipes"]
|
||||
|
||||
---
|
||||
|
||||
## Player Motivation Profile
|
||||
|
||||
Understanding WHY players play helps us make every design decision. Based on
|
||||
Self-Determination Theory (SDT) and the Player Experience of Need Satisfaction
|
||||
(PENS) model.
|
||||
|
||||
### Primary Psychological Needs Served
|
||||
|
||||
| Need | How This Game Satisfies It | Strength |
|
||||
| ---- | ---- | ---- |
|
||||
| **Autonomy** (freedom, meaningful choice) | [How does the player feel in control?] | [Core / Supporting / Minimal] |
|
||||
| **Competence** (mastery, skill growth) | [How does the player feel skilled?] | [Core / Supporting / Minimal] |
|
||||
| **Relatedness** (connection, belonging) | [How does the player feel connected?] | [Core / Supporting / Minimal] |
|
||||
|
||||
### Player Type Appeal (Bartle Taxonomy)
|
||||
|
||||
Which player types does this game primarily serve?
|
||||
|
||||
- [ ] **Achievers** (goal completion, collection, progression) — How: [...]
|
||||
- [ ] **Explorers** (discovery, understanding systems, finding secrets) — How: [...]
|
||||
- [ ] **Socializers** (relationships, cooperation, community) — How: [...]
|
||||
- [ ] **Killers/Competitors** (domination, PvP, leaderboards) — How: [...]
|
||||
|
||||
### Flow State Design
|
||||
|
||||
Flow occurs when challenge matches skill. How does this game maintain flow?
|
||||
|
||||
- **Onboarding curve**: [How do the first 10 minutes teach the player?]
|
||||
- **Difficulty scaling**: [How does challenge grow with player skill?]
|
||||
- **Feedback clarity**: [How does the player know they're improving?]
|
||||
- **Recovery from failure**: [How quickly can they try again? Is failure punishing or educational?]
|
||||
|
||||
---
|
||||
|
||||
## Core Loop
|
||||
|
||||
### Moment-to-Moment (30 seconds)
|
||||
[What is the player physically doing most of the time? The most basic, repeated
|
||||
action. This MUST be intrinsically satisfying — if the 30-second loop isn't
|
||||
fun in isolation, no amount of progression will save the game.]
|
||||
|
||||
### Short-Term (5-15 minutes)
|
||||
[What objective or cycle structures the moment-to-moment play? Encounters,
|
||||
puzzles, rounds, quests. This is where "one more turn" or "one more run"
|
||||
psychology lives.]
|
||||
|
||||
### Session-Level (30-120 minutes)
|
||||
[What does a full play session look like? What does the player accomplish?
|
||||
This should end with a natural stopping point AND a reason to come back.]
|
||||
|
||||
### Long-Term Progression
|
||||
[How does the player grow over days/weeks? Character progression, unlocks,
|
||||
story advancement, mastery. What is the player working toward?]
|
||||
|
||||
### Retention Hooks
|
||||
[What specifically brings the player back for their next session?]
|
||||
- **Curiosity**: [Unanswered questions, unexplored areas, locked content]
|
||||
- **Investment**: [Progress they don't want to lose, characters they care about]
|
||||
- **Social**: [Friends playing, guild obligations, shared goals]
|
||||
- **Mastery**: [Skills to improve, challenges to overcome, rankings to climb]
|
||||
|
||||
---
|
||||
|
||||
## Game Pillars
|
||||
|
||||
Design pillars are non-negotiable principles that guide EVERY decision. When
|
||||
two design choices conflict, pillars break the tie. Keep to 3-5 pillars.
|
||||
|
||||
Real AAA examples:
|
||||
- God of War: "Intense combat", "Father-son story", "World exploration"
|
||||
- Hades: "Fast fluid combat", "Narrative depth through repeated runs"
|
||||
- The Last of Us: "Story as essential", "AI partners build relationships", "Stealth encouraged"
|
||||
|
||||
### Pillar 1: [Name]
|
||||
[One sentence defining this non-negotiable design principle.]
|
||||
|
||||
*Design test*: [A concrete decision this pillar would resolve. "If we're
|
||||
debating between X and Y, this pillar says we choose __."]
|
||||
|
||||
### Pillar 2: [Name]
|
||||
[Definition]
|
||||
|
||||
*Design test*: [Decision it resolves]
|
||||
|
||||
### Pillar 3: [Name]
|
||||
[Definition]
|
||||
|
||||
*Design test*: [Decision it resolves]
|
||||
|
||||
### Anti-Pillars (What This Game Is NOT)
|
||||
|
||||
Anti-pillars are equally important — they prevent scope creep and keep the
|
||||
vision focused. Every "no" protects the "yes."
|
||||
|
||||
- **NOT [thing]**: [Why this is explicitly excluded and what it would compromise]
|
||||
- **NOT [thing]**: [Why]
|
||||
- **NOT [thing]**: [Why]
|
||||
|
||||
---
|
||||
|
||||
## Inspiration and References
|
||||
|
||||
| Reference | What We Take From It | What We Do Differently | Why It Matters |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [What it validates about our concept] |
|
||||
| [Game 2] | [What we learn] | [Our twist] | [Validation] |
|
||||
| [Game 3] | [What we learn] | [Our twist] | [Validation] |
|
||||
|
||||
**Non-game inspirations**: [Films, books, music, art, real-world experiences
|
||||
that influence the tone, world, or feel. Great games often pull from outside
|
||||
the medium.]
|
||||
|
||||
---
|
||||
|
||||
## Target Player Profile
|
||||
|
||||
[Be specific. "Gamers" is not a target audience.]
|
||||
|
||||
| Attribute | Detail |
|
||||
| ---- | ---- |
|
||||
| **Age range** | [e.g., 18-35] |
|
||||
| **Gaming experience** | [Casual / Mid-core / Hardcore] |
|
||||
| **Time availability** | [e.g., "30-minute sessions on weeknights, longer on weekends"] |
|
||||
| **Platform preference** | [Where they play most] |
|
||||
| **Current games they play** | [2-3 specific titles] |
|
||||
| **What they're looking for** | [The unmet need this game fills] |
|
||||
| **What would turn them away** | [Dealbreakers for this audience] |
|
||||
|
||||
---
|
||||
|
||||
## Technical Considerations
|
||||
|
||||
| Consideration | Assessment |
|
||||
| ---- | ---- |
|
||||
| **Recommended Engine** | [Godot / Unity / Unreal and why — consider scope, team expertise, platform targets] |
|
||||
| **Key Technical Challenges** | [What's technically hard about this game?] |
|
||||
| **Art Style** | [Pixel / 2D / 2.5D / 3D stylized / 3D realistic] |
|
||||
| **Art Pipeline Complexity** | [Low (asset store + modifications) / Medium (custom 2D) / High (custom 3D)] |
|
||||
| **Audio Needs** | [Minimal / Moderate / Music-heavy / Adaptive] |
|
||||
| **Networking** | [None / P2P / Client-Server / Dedicated Servers] |
|
||||
| **Content Volume** | [Estimate: X levels, Y items, Z hours of gameplay] |
|
||||
| **Procedural Systems** | [Any procedural generation? What scope?] |
|
||||
|
||||
---
|
||||
|
||||
## Risks and Open Questions
|
||||
|
||||
### Design Risks
|
||||
[Things that could make the game unfun or uncompelling]
|
||||
- [Risk 1 — e.g., "Core loop may not sustain sessions > 30 minutes"]
|
||||
- [Risk 2 — e.g., "Player motivation unclear after main story ends"]
|
||||
|
||||
### Technical Risks
|
||||
[Things that could be hard or impossible to build]
|
||||
- [Risk 1 — e.g., "Procedural generation quality is unproven"]
|
||||
- [Risk 2 — e.g., "Networking for 100+ players may require dedicated infrastructure"]
|
||||
|
||||
### Market Risks
|
||||
[Things that could prevent commercial success]
|
||||
- [Risk 1 — e.g., "Genre is saturated with established competitors"]
|
||||
- [Risk 2 — e.g., "Target audience may be too niche for financial sustainability"]
|
||||
|
||||
### Scope Risks
|
||||
[Things that could blow the timeline]
|
||||
- [Risk 1 — e.g., "Content volume exceeds team capacity"]
|
||||
- [Risk 2 — e.g., "Feature X depends on technology we haven't prototyped"]
|
||||
|
||||
### Open Questions
|
||||
[Things that need prototyping or research before we can answer]
|
||||
- [Question 1 — and how we plan to answer it]
|
||||
- [Question 2 — and what prototype would resolve it]
|
||||
|
||||
---
|
||||
|
||||
## MVP Definition
|
||||
|
||||
[The absolute minimum version that validates the core hypothesis. The MVP
|
||||
answers ONE question: "Is the core loop fun?"]
|
||||
|
||||
**Core hypothesis**: [The single statement the MVP tests, e.g., "Players find
|
||||
the combat-crafting loop engaging for 30+ minute sessions"]
|
||||
|
||||
**Required for MVP**:
|
||||
1. [Essential feature 1 — directly tests the hypothesis]
|
||||
2. [Essential feature 2]
|
||||
3. [Essential feature 3]
|
||||
|
||||
**Explicitly NOT in MVP** (defer to later):
|
||||
- [Feature that's nice but doesn't test the hypothesis]
|
||||
- [Feature that adds scope without validating the core]
|
||||
|
||||
### Scope Tiers (if budget/time shrinks)
|
||||
|
||||
| Tier | Content | Features | Timeline |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| **MVP** | [Minimal] | [Core loop only] | [X weeks] |
|
||||
| **Vertical Slice** | [One complete area] | [Core + progression] | [X weeks] |
|
||||
| **Alpha** | [All areas, placeholder] | [All features, rough] | [X weeks] |
|
||||
| **Full Vision** | [Complete content] | [All features, polished] | [X weeks] |
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
- [ ] Get concept approval from creative-director
|
||||
- [ ] Fill in AGENTS.md technology stack based on engine choice (`/setup-engine`)
|
||||
- [ ] Create game pillars document (`/design-review` to validate)
|
||||
- [ ] **Prototype core idea** (`/prototype [core-mechanic]`) — before writing GDDs, validate the concept is worth designing
|
||||
- [ ] If prototype PROCEEDS: Decompose concept into systems (`/map-systems`)
|
||||
- [ ] Design each system (`/design-system [system-name]`) — use prototype learnings in Tuning Knobs and Formulas sections
|
||||
- [ ] Build vertical slice in Pre-Production (`/vertical-slice`) — validate full game loop before committing to Production
|
||||
- [ ] Validate core loop with playtest (`/playtest-report`)
|
||||
- [ ] Plan first milestone (`/sprint-plan new`)
|
||||
352
skills/brainstorm/DETAILS.md
Normal file
352
skills/brainstorm/DETAILS.md
Normal file
@@ -0,0 +1,352 @@
|
||||
# Brainstorm Workflow
|
||||
|
||||
When this skill is invoked:
|
||||
|
||||
1. **Parse the argument** for an optional genre/theme hint (e.g., `roguelike`,
|
||||
`space survival`, `cozy farming`). If `open` or no argument, start from
|
||||
scratch. Also resolve the review mode (once, store for all gate spawns this run):
|
||||
1. If `--review [full|lean|solo]` was passed → use that
|
||||
2. Else read `production/review-mode.txt` → use that value
|
||||
3. Else → default to `lean`
|
||||
|
||||
See `../../references/studio-docs/director-gates.md` for the full check pattern.
|
||||
|
||||
2. **Check for existing concept work**:
|
||||
- Read `design/gdd/game-concept.md` if it exists (resume, don't restart)
|
||||
- Read `design/gdd/game-pillars.md` if it exists (build on established pillars)
|
||||
|
||||
3. **Run through ideation phases** interactively, asking the user questions at
|
||||
each phase. Do NOT generate everything silently — the goal is **collaborative
|
||||
exploration** where the AI acts as a creative facilitator, not a replacement
|
||||
for the human's vision.
|
||||
|
||||
**Use `ask the user in chat`** at key decision points throughout brainstorming:
|
||||
- Constrained taste questions (genre preferences, scope, team size)
|
||||
- Concept selection ("Which 2-3 concepts resonate?") after presenting options
|
||||
- Direction choices ("Develop further, explore more, or prototype?")
|
||||
- Pillar ranking after concepts are refined
|
||||
Write full creative analysis in conversation text first, then use
|
||||
`ask the user in chat` to capture the decision with concise labels.
|
||||
|
||||
Professional studio brainstorming principles to follow:
|
||||
- Withhold judgment — no idea is bad during exploration
|
||||
- Encourage unusual ideas — outside-the-box thinking sparks better concepts
|
||||
- Build on each other — "yes, and..." responses, not "but..."
|
||||
- Use constraints as creative fuel — limitations often produce the best ideas
|
||||
- Time-box each phase — keep momentum, don't over-deliberate early
|
||||
|
||||
---
|
||||
|
||||
### Phase 1: Creative Discovery
|
||||
|
||||
Start by understanding the person, not the game. Ask these questions
|
||||
conversationally (not as a checklist):
|
||||
|
||||
**Emotional anchors**:
|
||||
- What's a moment in a game that genuinely moved you, thrilled you, or made
|
||||
you lose track of time? What specifically created that feeling?
|
||||
- Is there a fantasy or power trip you've always wanted in a game but never
|
||||
quite found?
|
||||
|
||||
**Taste profile**:
|
||||
- What 3 games have you spent the most time with? What kept you coming back?
|
||||
*(Ask this as plain text — the user must be able to type specific game names freely.
|
||||
Do NOT put this in an ask the user in chat with preset options.)*
|
||||
- Are there genres you love? Genres you avoid? Why?
|
||||
- Do you prefer games that challenge you, relax you, tell you stories,
|
||||
or let you express yourself? *(Use `ask the user in chat` for this — constrained choice.)*
|
||||
|
||||
**Practical constraints** (shape the sandbox before brainstorming).
|
||||
Bundle these into a single multi-tab `ask the user in chat` with these exact tab labels:
|
||||
- Tab "Experience" — "What kind of experience do you most want players to have?" (Challenge & Mastery / Story & Discovery / Expression & Creativity / Relaxation & Flow)
|
||||
- Tab "Timeline" — "What's your realistic development timeline?" (Weeks / Months / 1-2 years / Multi-year)
|
||||
- Tab "Dev level" — "Where are you in your dev journey?" (First game / Shipped before / Professional background)
|
||||
|
||||
Use exactly these tab names — do not rename or duplicate them.
|
||||
|
||||
**Synthesize** the answers into a **Creative Brief** — a 3-5 sentence
|
||||
summary of the person's emotional goals, taste profile, and constraints.
|
||||
Read the brief back and confirm it captures their intent.
|
||||
|
||||
---
|
||||
|
||||
### Phase 2: Concept Generation
|
||||
|
||||
Using the creative brief as a foundation, generate **3 distinct concepts**
|
||||
that each take a different creative direction. Use these ideation techniques:
|
||||
|
||||
**Technique 1: Verb-First Design**
|
||||
Start with the core player verb (build, fight, explore, solve, survive,
|
||||
create, manage, discover) and build outward from there. The verb IS the game.
|
||||
|
||||
**Technique 2: Mashup Method**
|
||||
Combine two unexpected elements: [Genre A] + [Theme B]. The tension between
|
||||
the two creates the unique hook. (e.g., "farming sim + cosmic horror",
|
||||
"roguelike + dating sim", "city builder + real-time combat")
|
||||
|
||||
**Technique 3: Experience-First Design (MDA Backward)**
|
||||
Start from the desired player emotion (aesthetic goal from MDA framework:
|
||||
sensation, fantasy, narrative, challenge, fellowship, discovery, expression,
|
||||
submission) and work backward to the dynamics and mechanics that produce it.
|
||||
|
||||
For each concept, present:
|
||||
- **Working Title**
|
||||
- **Elevator Pitch** (1-2 sentences — must pass the "10-second test")
|
||||
- **Core Verb** (the single most common player action)
|
||||
- **Core Fantasy** (the emotional promise)
|
||||
- **Unique Hook** (passes the "and also" test: "Like X, AND ALSO Y")
|
||||
- **Primary MDA Aesthetic** (which emotion dominates?)
|
||||
- **Estimated Scope** (small / medium / large)
|
||||
- **Why It Could Work** (1 sentence on market/audience fit)
|
||||
- **Biggest Risk** (1 sentence on the hardest unanswered question)
|
||||
|
||||
Present all three. Then use `ask the user in chat` to capture the selection.
|
||||
|
||||
**CRITICAL**: This MUST be a plain list call — no tabs, no form fields. Use exactly this structure:
|
||||
|
||||
```
|
||||
ask the user in chat(
|
||||
prompt: "Which concept resonates with you? You can pick one, combine elements, or ask for fresh directions.",
|
||||
options: [
|
||||
"Concept 1 — [Title]",
|
||||
"Concept 2 — [Title]",
|
||||
"Concept 3 — [Title]",
|
||||
"Combine elements across concepts",
|
||||
"Generate fresh directions"
|
||||
]
|
||||
)
|
||||
```
|
||||
|
||||
Do NOT use a `tabs` field here. The `tabs` form is for multi-field input only — using it here causes an "Invalid tool parameters" error. This is a plain `prompt` + `options` call.
|
||||
|
||||
Never pressure toward a choice — let them sit with it.
|
||||
|
||||
---
|
||||
|
||||
### Phase 3: Core Loop Design
|
||||
|
||||
For the chosen concept, use structured questioning to build the core loop.
|
||||
The core loop is the beating heart of the game — if it isn't fun in
|
||||
isolation, no amount of content or polish will save the game.
|
||||
|
||||
**30-Second Loop** (moment-to-moment):
|
||||
|
||||
Ask these as `ask the user in chat` calls — derive the options from the chosen concept, don't hardcode them:
|
||||
|
||||
1. **Core action feel** — prompt: "What's the primary feel of the core action?" Generate 3-4 options that fit the concept's genre and tone, plus a free-text escape (`I'll describe it`).
|
||||
|
||||
2. **Key design dimension** — identify the most important design variable for this specific concept (e.g., world reactivity, pacing, player agency) and ask about it. Generate options that match the concept. Always include a free-text escape.
|
||||
|
||||
After capturing answers, analyze: Is this action intrinsically satisfying? What makes it feel good? (Audio feedback, visual juice, timing satisfaction, tactical depth?)
|
||||
|
||||
**5-Minute Loop** (short-term goals):
|
||||
- What structures the moment-to-moment play into cycles?
|
||||
- Where does "one more turn" / "one more run" psychology kick in?
|
||||
- What choices does the player make at this level?
|
||||
|
||||
**Session Loop** (30-120 minutes):
|
||||
- What does a complete session look like?
|
||||
- Where are the natural stopping points?
|
||||
- What's the "hook" that makes them think about the game when not playing?
|
||||
|
||||
**Progression Loop** (days/weeks):
|
||||
- How does the player grow? (Power? Knowledge? Options? Story?)
|
||||
- What's the long-term goal? When is the game "done"?
|
||||
|
||||
**Player Motivation Analysis** (based on Self-Determination Theory):
|
||||
- **Autonomy**: How much meaningful choice does the player have?
|
||||
- **Competence**: How does the player feel their skill growing?
|
||||
- **Relatedness**: How does the player feel connected (to characters,
|
||||
other players, or the world)?
|
||||
|
||||
---
|
||||
|
||||
### Phase 4: Pillars and Boundaries
|
||||
|
||||
Game pillars are used by real AAA studios (God of War, Hades, The Last of
|
||||
Us) to keep hundreds of team members making decisions that all point the
|
||||
same direction. Even for solo developers, pillars prevent scope creep and
|
||||
keep the vision sharp.
|
||||
|
||||
Collaboratively define **3-5 pillars**:
|
||||
- Each pillar has a **name** and **one-sentence definition**
|
||||
- Each pillar has a **design test**: "If we're debating between X and Y,
|
||||
this pillar says we choose __"
|
||||
- Pillars should feel like they create tension with each other — if all
|
||||
pillars point the same way, they're not doing enough work
|
||||
|
||||
Then define **3+ anti-pillars** (what this game is NOT):
|
||||
- Anti-pillars prevent the most common form of scope creep: "wouldn't it
|
||||
be cool if..." features that don't serve the core vision
|
||||
- Frame as: "We will NOT do [thing] because it would compromise [pillar]"
|
||||
|
||||
**Pillar confirmation**: After presenting the full pillar set, use `ask the user in chat`:
|
||||
- Prompt: "Do these pillars feel right for your game?"
|
||||
- Options: `[A] Lock these in` / `[B] Rename or reframe one` / `[C] Swap a pillar out` / `[D] Something else`
|
||||
|
||||
If the user selects B, C, or D, make the revision, then use `ask the user in chat` again:
|
||||
- Prompt: "Pillars updated. Ready to lock these in?"
|
||||
- Options: `[A] Lock these in` / `[B] Revise another pillar` / `[C] Something else`
|
||||
|
||||
Repeat until the user selects [A] Lock these in.
|
||||
|
||||
**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.
|
||||
- `lean` → skip both (not PHASE-GATEs). Note: "CD-PILLARS skipped — Lean mode. AD-CONCEPT-VISUAL skipped — Lean mode." Proceed to Phase 5.
|
||||
- `full` → spawn as normal.
|
||||
|
||||
**After pillars and anti-pillars are agreed, spawn BOTH `creative-director` AND `art-director` via Codex subagent 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`)
|
||||
Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook.
|
||||
|
||||
- **`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.
|
||||
|
||||
Collect both verdicts, then present them together using a two-tab `ask the user in chat`:
|
||||
- Tab **"Pillars"**: present creative-director feedback. Options mirror the standard CD-PILLARS handling — `Lock in as-is` / `Revise [specific pillar]` / `Discuss further`.
|
||||
- Tab **"Visual anchor"**: present the art-director's 2-3 named visual direction options. Options: each named direction (one per option) + `Combine elements across directions` + `Describe my own direction`.
|
||||
|
||||
The user's selected visual anchor (the named direction or their custom description) is stored as the **Visual Identity Anchor** — it will be written into the game-concept document and becomes the foundation of the art bible.
|
||||
|
||||
If the creative-director returns CONCERNS or REJECT on pillars, resolve pillar issues before asking for the visual anchor selection — visual direction should flow from confirmed pillars.
|
||||
|
||||
---
|
||||
|
||||
### Phase 5: Player Type Validation
|
||||
|
||||
Using the Bartle taxonomy and Quantic Foundry motivation model, validate
|
||||
who this game is actually for:
|
||||
|
||||
- **Primary player type**: Who will LOVE this game? (Achievers, Explorers,
|
||||
Socializers, Competitors, Creators, Storytellers)
|
||||
- **Secondary appeal**: Who else might enjoy it?
|
||||
- **Who is this NOT for**: Being clear about who won't like this game is as
|
||||
important as knowing who will
|
||||
- **Market validation**: Are there successful games that serve a similar
|
||||
player type? What can we learn from their audience size?
|
||||
|
||||
---
|
||||
|
||||
### Phase 6: Scope and Feasibility
|
||||
|
||||
Ground the concept in reality:
|
||||
|
||||
- **Target platform**: Use `ask the user in chat` — "What platforms are you targeting for this game?"
|
||||
Options: `PC (Steam / Epic)` / `Mobile (iOS / Android)` / `Console` / `Web / Browser` / `Multiple platforms`
|
||||
Record the answer — it directly shapes the engine recommendation and will be passed to `/setup-engine`.
|
||||
Note platform implications if relevant (e.g., mobile means Unity is strongly preferred; console means Godot has limitations; web means Godot exports cleanly).
|
||||
|
||||
- **Engine experience**: Use `ask the user in chat` — "Do you already have an engine you work in?"
|
||||
Options: `Godot` / `Unity` / `Unreal Engine 5` / `No preference — help me decide`
|
||||
- If they pick an engine → record it as their preference and move on. Do NOT second-guess it.
|
||||
- If "No preference" → tell them: "Run `/setup-engine` after this session — it will walk you through the full decision based on your concept and platform target." Do not make a recommendation here.
|
||||
- **Art pipeline**: What's the art style and how labor-intensive is it?
|
||||
- **Content scope**: Estimate level/area count, item count, gameplay hours
|
||||
- **MVP definition**: What's the absolute minimum build that tests "is the
|
||||
core loop fun?"
|
||||
- **Biggest risks**: Technical risks, design risks, market risks
|
||||
- **Scope tiers**: What's the full vision vs. what ships if time runs out?
|
||||
|
||||
**Review mode check** — apply before spawning TD-FEASIBILITY:
|
||||
- `solo` → skip. Note: "TD-FEASIBILITY skipped — Solo mode." Proceed directly to scope tier definition.
|
||||
- `lean` → skip (not a PHASE-GATE). Note: "TD-FEASIBILITY skipped — Lean mode." Proceed directly to scope tier definition.
|
||||
- `full` → spawn as normal.
|
||||
|
||||
**After identifying biggest technical risks, spawn `technical-director` via Codex subagent delegation using gate TD-FEASIBILITY (`../../references/studio-docs/director-gates.md`) before scope tiers are defined.**
|
||||
|
||||
Pass: core loop description, platform target, engine choice (or "undecided"), list of identified technical risks.
|
||||
|
||||
Present the assessment to the user. If HIGH RISK, offer to revisit scope before finalising. If CONCERNS, note them and continue.
|
||||
|
||||
**Review mode check** — apply before spawning PR-SCOPE:
|
||||
- `solo` → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to document generation.
|
||||
- `lean` → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to document generation.
|
||||
- `full` → spawn as normal.
|
||||
|
||||
**After scope tiers are defined, spawn `producer` via Codex subagent delegation using gate PR-SCOPE (`../../references/studio-docs/director-gates.md`).**
|
||||
|
||||
Pass: full vision scope, MVP definition, timeline estimate, team size.
|
||||
|
||||
Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP definition or scope tiers before writing the document.
|
||||
|
||||
---
|
||||
|
||||
4. **Generate the game concept document** using the template at
|
||||
`../../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.
|
||||
|
||||
**Include a Visual Identity Anchor section** in the game concept document with:
|
||||
- The selected visual direction name
|
||||
- The one-line visual rule
|
||||
- The 2-3 supporting visual principles with their design tests
|
||||
- The color philosophy summary
|
||||
|
||||
This section is the seed of the art bible — it captures the "everything must
|
||||
move" decision before it can be forgotten between sessions.
|
||||
|
||||
5. Use `ask the user in chat` for write approval:
|
||||
- Prompt: "Game concept is ready. May I write it to `design/gdd/game-concept.md`?"
|
||||
- Options: `[A] Yes — write it` / `[B] Not yet — revise a section first`
|
||||
|
||||
If [B]: ask which section to revise using `ask the user in chat` 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 use `ask the user in chat` — "Ready to write the updated concept document?"
|
||||
Options: `[A] Yes — write it` / `[B] Revise another section`
|
||||
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.
|
||||
|
||||
**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 (X–Y months, solo)" or "Large (X–Y months, team of N)" so the summary table is accurate.
|
||||
|
||||
6. **Suggest next steps** (in this order — this is the professional studio
|
||||
pre-production pipeline). List ALL steps — do not abbreviate or truncate:
|
||||
|
||||
**Path A — Design-First** (recommended if the concept is well-defined):
|
||||
1. "Run `/setup-engine` to configure the engine and populate version-aware reference docs"
|
||||
2. "Run `/art-bible` to create the visual identity specification — do this BEFORE writing GDDs. **The art bible is required before the Technical Setup gate.** It gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."
|
||||
3. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
|
||||
4. "Discuss vision with the `creative-director` agent for pillar refinement"
|
||||
5. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
|
||||
6. "Author per-system GDDs with `/design-system` — guided, section-by-section GDD writing for each system identified in step 5"
|
||||
7. "Plan the technical architecture with `/create-architecture` — produces the master architecture blueprint and Required ADR list"
|
||||
8. "Record key architectural decisions with `/architecture-decision (×N)` — write one ADR per decision in the Required ADR list from `/create-architecture`"
|
||||
9. "Run `/architecture-review` — bootstraps the TR registry and Requirements Traceability Matrix from your GDDs and ADRs (required before the Pre-Production gate)"
|
||||
10. "Validate readiness to advance with `/gate-check` — phase gate before committing to production"
|
||||
|
||||
**Path B — Prototype-First** (use if the core mechanic is unproven or the concept needs validation):
|
||||
1. "Run `/setup-engine` to configure the engine"
|
||||
2. "Run `/prototype [core-mechanic]` — validate the core idea is fun before writing any GDDs (1–3 days throwaway code)"
|
||||
3. "If prototype PROCEEDS: run `/art-bible`, then continue with Path A steps 5–10 above, using prototype learnings to inform your GDDs"
|
||||
4. "If prototype PIVOTS: return to `/brainstorm` with the learnings and reshape the concept"
|
||||
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,
|
||||
primary player type, engine recommendation, biggest risk, and file path.
|
||||
|
||||
Verdict: **COMPLETE** — game concept created and handed off for next steps.
|
||||
|
||||
---
|
||||
|
||||
## Context Window Awareness
|
||||
|
||||
This is a multi-phase skill. If context reaches or exceeds 70% during any phase,
|
||||
append this notice to the current response before continuing:
|
||||
|
||||
> **Context is approaching the limit (≥70%).** The game concept document is saved
|
||||
> to `design/gdd/game-concept.md`. Open a fresh Codex session to continue
|
||||
> if needed — progress is not lost.
|
||||
|
||||
---
|
||||
|
||||
## Recommended Next Steps
|
||||
|
||||
After the game concept is written, follow the pre-production pipeline in order:
|
||||
1. `/setup-engine` — configure the engine and populate version-aware reference docs
|
||||
2. `/art-bible` — establish visual identity before writing any GDDs
|
||||
3. `/map-systems` — decompose the concept into individual systems with dependencies
|
||||
4. `/design-system [first-system]` — author per-system GDDs in dependency order
|
||||
5. `/create-architecture` — produce the master architecture blueprint
|
||||
6. `/architecture-review` — bootstrap TR registry and Requirements Traceability Matrix
|
||||
7. `/gate-check pre-production` — validate readiness before committing to production
|
||||
10
skills/brainstorm/SKILL.md
Normal file
10
skills/brainstorm/SKILL.md
Normal file
@@ -0,0 +1,10 @@
|
||||
---
|
||||
name: brainstorm
|
||||
description: "Use when you need the /brainstorm game-production workflow. Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration."
|
||||
---
|
||||
|
||||
# Brainstorm
|
||||
|
||||
Run the `/brainstorm` Codex Game Studio workflow.
|
||||
|
||||
Before acting, read `DETAILS.md` for the full workflow. Apply project guidance from `AGENTS.md`, use `../../standards/` for path-specific standards, and use `../../agents/<agent-name>.toml` when the workflow delegates to a custom agent.
|
||||
4
skills/brainstorm/agents/openai.yaml
Normal file
4
skills/brainstorm/agents/openai.yaml
Normal file
@@ -0,0 +1,4 @@
|
||||
interface:
|
||||
display_name: "Brainstorm"
|
||||
short_description: "Use when you need the /brainstorm game-production workflow. Guided game concept ideation — from zero idea to a structure"
|
||||
default_prompt: "Run /brainstorm for my game project."
|
||||
18
standards/design-docs.md
Normal file
18
standards/design-docs.md
Normal file
@@ -0,0 +1,18 @@
|
||||
---
|
||||
paths:
|
||||
- "design/gdd/**"
|
||||
---
|
||||
|
||||
# Design Document Rules
|
||||
|
||||
- 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
|
||||
- Edge cases must explicitly state what happens, not just "handle gracefully"
|
||||
- Dependencies must be bidirectional — if system A depends on B, B's doc must mention A
|
||||
- Tuning knobs must specify safe ranges and what gameplay aspect they affect
|
||||
- Acceptance criteria must be testable — a QA tester must be able to verify pass/fail
|
||||
- No hand-waving: "the system should feel good" is not a valid specification
|
||||
- Balance values must link to their source formula or rationale
|
||||
- Design documents MUST be written incrementally: create skeleton first, then fill
|
||||
each section one at a time with user approval between sections. Write each
|
||||
approved section to the file immediately to persist decisions and manage context
|
||||
Reference in New Issue
Block a user