Claude-Code-Game-Studios/docs/WORKFLOW-GUIDE.md
Donchitos b1fad395cd Examples: add 5 session transcripts + skill flow diagrams covering v0.4.0 skills
Closes the gap where /design-system, story lifecycle, gate-check transitions,
UX pipeline, and brownfield adoption had no worked examples. Adds visual ASCII
flow diagrams for the full 7-phase pipeline and 4 detailed skill chains.

New files:
- docs/examples/session-design-system-skill.md
- docs/examples/session-story-lifecycle.md
- docs/examples/session-gate-check-phase-transition.md
- docs/examples/session-ux-pipeline.md
- docs/examples/session-adopt-brownfield.md
- docs/examples/skill-flow-diagrams.md

Updated:
- docs/examples/README.md — reorganized with Core Workflow / Foundational sections
- .claude/docs/quick-start.md — synced
- docs/WORKFLOW-GUIDE.md — synced

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 21:05:26 +11:00

52 KiB

Claude Code Game Studios -- Complete Workflow Guide

How to go from zero to a shipped game using the Agent Architecture.

This guide walks you through every phase of game development using the 48-agent system, 52 slash commands, and 9 automated hooks. It assumes you have Claude Code installed and are working from the project root.

The pipeline has 7 phases. Each phase has a formal gate (/gate-check) that must pass before you advance. The authoritative phase sequence is defined in .claude/docs/workflow-catalog.yaml and read by /help.


Table of Contents

  1. Quick Start
  2. Phase 1: Concept
  3. Phase 2: Systems Design
  4. Phase 3: Technical Setup
  5. Phase 4: Pre-Production
  6. Phase 5: Production
  7. Phase 6: Polish
  8. Phase 7: Release
  9. Cross-Cutting Concerns
  10. Appendix A: Agent Quick-Reference
  11. Appendix B: Slash Command Quick-Reference
  12. Appendix C: Common Workflows

Quick Start

What You Need

Before you start, make sure you have:

  • Claude Code installed and working
  • Git with Git Bash (Windows) or standard terminal (Mac/Linux)
  • jq (optional but recommended -- hooks fall back to grep if missing)
  • Python 3 (optional -- some hooks use it for JSON validation)

Step 1: Clone and Open

git clone <repo-url> my-game
cd my-game

Step 2: Run /start

If this is your first session:

/start

This guided onboarding asks where you are and routes you to the right phase:

  • Path A -- No idea yet: routes to /brainstorm
  • Path B -- Vague idea: routes to /brainstorm with seed
  • Path C -- Clear concept: routes to /setup-engine and /map-systems
  • Path D1 -- Existing project, few artifacts: normal flow
  • Path D2 -- Existing project, GDDs/ADRs exist: runs /project-stage-detect then /adopt for brownfield migration

Step 3: Verify Hooks Are Working

Start a new Claude Code session. You should see output from the session-start.sh hook:

=== Claude Code Game Studios -- Session Context ===
Branch: main
Recent commits:
  abc1234 Initial commit
===================================

If you see this, hooks are working. If not, check .claude/settings.json to make sure the hook paths are correct for your OS.

Step 4: Ask for Help Anytime

At any point, run:

/help

This reads your current phase from production/stage.txt, checks which artifacts exist, and tells you exactly what to do next. It distinguishes between REQUIRED next steps and OPTIONAL opportunities.

Step 5: Create Your Directory Structure

Directories are created as needed. The system expects this layout:

src/                  # Game source code
  core/               # Engine/framework code
  gameplay/           # Gameplay systems
  ai/                 # AI systems
  networking/         # Multiplayer code
  ui/                 # UI code
  tools/              # Dev tools
assets/               # Game assets
  art/                # Sprites, models, textures
  audio/              # Music, SFX
  vfx/                # Particle effects
  shaders/            # Shader files
  data/               # JSON config/balance data
design/               # Design documents
  gdd/                # Game design documents
  narrative/          # Story, lore, dialogue
  levels/             # Level design documents
  balance/            # Balance spreadsheets and data
  ux/                 # UX specifications
docs/                 # Technical documentation
  architecture/       # Architecture Decision Records
  api/                # API documentation
  postmortems/        # Post-mortems
tests/                # Test suites
prototypes/           # Throwaway prototypes
production/           # Sprint plans, milestones, releases
  sprints/
  milestones/
  releases/
  stories/            # Story files (from /create-epics-stories)
  playtests/          # Playtest reports
  session-state/      # Ephemeral session state (gitignored)
  session-logs/       # Session audit trail (gitignored)

Tip: You do not need all of these on day one. Create directories as you reach the phase that needs them. The important thing is to follow this structure when you do create them, because the rules system enforces standards based on file paths. Code in src/gameplay/ gets gameplay rules, code in src/ai/ gets AI rules, and so on.


Phase 1: Concept

What Happens in This Phase

You go from "no idea" or "vague idea" to a structured game concept document with defined pillars and a player journey. This is where you figure out what you are making and why.

Phase 1 Pipeline

/brainstorm  -->  game-concept.md  -->  /design-review  -->  /setup-engine
     |                                        |                    |
     v                                        v                    v
  10 concepts     Concept doc with       Validation          Engine pinned in
  MDA analysis    pillars, MDA,          of concept          technical-preferences.md
  Player motiv.   core loop, USP         document
                                                                   |
                                                                   v
                                                             /map-systems
                                                                   |
                                                                   v
                                                            systems-index.md
                                                            (all systems, deps,
                                                             priority tiers)

Step 1.1: Brainstorm With /brainstorm

This is your starting point. Run the brainstorm skill:

/brainstorm

Or with a genre hint:

/brainstorm roguelike deckbuilder

What happens: The brainstorm skill guides you through a collaborative 6-phase ideation process using professional studio techniques:

  1. Asks about your interests, themes, and constraints
  2. Generates 10 concept seeds with MDA (Mechanics, Dynamics, Aesthetics) analysis
  3. You pick 2-3 favorites for deep analysis
  4. Performs player motivation mapping and audience targeting
  5. You choose the winning concept
  6. Formalizes it into design/gdd/game-concept.md

The concept document includes:

  • Elevator pitch (one sentence)
  • Core fantasy (what the player imagines themselves doing)
  • MDA breakdown
  • Target audience (Bartle types, demographics)
  • Core loop diagram
  • Unique selling proposition
  • Comparable titles and differentiation
  • Game pillars (3-5 non-negotiable design values)
  • Anti-pillars (things the game intentionally avoids)
/design-review design/gdd/game-concept.md

Validates structure and completeness before you proceed.

Step 1.3: Choose Your Engine

/setup-engine

Or with a specific engine:

/setup-engine godot 4.6

What /setup-engine does:

  • Populates .claude/docs/technical-preferences.md with naming conventions, performance budgets, and engine-specific defaults
  • Detects knowledge gaps (engine version newer than LLM training data) and advises cross-referencing docs/engine-reference/
  • Creates version-pinned reference docs in docs/engine-reference/

Why this matters: Once you set the engine, the system knows which engine-specialist agents to use. If you pick Godot, agents like godot-specialist, godot-gdscript-specialist, and godot-shader-specialist become your go-to experts.

Step 1.4: Decompose Your Concept Into Systems

Before writing individual GDDs, enumerate all the systems your game needs:

/map-systems

This creates design/gdd/systems-index.md -- a master tracking document that:

  • Lists every system your game needs (combat, movement, UI, etc.)
  • Maps dependencies between systems
  • Assigns priority tiers (MVP, Vertical Slice, Alpha, Full Vision)
  • Determines design order (Foundation > Core > Feature > Presentation > Polish)

This step is required before proceeding to Phase 2. Research from 155 game postmortems confirms that skipping systems enumeration costs 5-10x more in production.

Phase 1 Gate

/gate-check concept

Requirements to pass:

  • Engine configured in technical-preferences.md
  • design/gdd/game-concept.md exists with pillars
  • design/gdd/systems-index.md exists with dependency ordering

Verdict: PASS / CONCERNS / FAIL. CONCERNS is passable with acknowledged risks. FAIL blocks advancement.


Phase 2: Systems Design

What Happens in This Phase

You create all the design documents that define how your game works. Nothing gets coded yet -- this is pure design. Each system identified in the systems index gets its own GDD, authored section by section, reviewed individually, and then all GDDs are cross-checked for consistency.

Phase 2 Pipeline

/map-systems next  -->  /design-system  -->  /design-review
       |                     |                     |
       v                     v                     v
  Picks next system    Section-by-section     Validates 8
  from systems-index   GDD authoring          required sections
                       (incremental writes)   APPROVED/NEEDS REVISION
       |
       |  (repeat for each MVP system)
       v
/review-all-gdds
       |
       v
  Cross-GDD consistency + design theory review
  PASS / CONCERNS / FAIL

Step 2.1: Author System GDDs

Design each system in dependency order using the guided workflow:

/map-systems next

This picks the highest-priority undesigned system and hands off to /design-system, which guides you through creating its GDD section by section.

You can also design a specific system directly:

/design-system combat-system

What /design-system does:

  1. Reads your game concept, systems index, and any upstream/downstream GDDs
  2. Runs a Technical Feasibility Pre-Check (domain mapping + feasibility brief)
  3. Walks you through each of the 8 required GDD sections one at a time
  4. Each section follows: Context > Questions > Options > Decision > Draft > Approval > Write
  5. Each section is written to file immediately after approval (survives crashes)
  6. Flags conflicts with existing approved GDDs
  7. Routes to specialist agents per category (systems-designer for math, economy-designer for economy, narrative-director for story systems)

The 8 required GDD sections:

# Section What Goes Here
1 Overview One-paragraph summary of the system
2 Player Fantasy What the player imagines/feels when using this system
3 Detailed Rules Unambiguous mechanical rules
4 Formulas Every calculation, with variable definitions and ranges
5 Edge Cases What happens in weird situations? Explicitly resolved.
6 Dependencies What other systems this connects to (bidirectional)
7 Tuning Knobs Which values designers can safely change, with safe ranges
8 Acceptance Criteria How do you test that this works? Specific, measurable.

Plus a Game Feel section: feel reference, input responsiveness (ms/frames), animation feel targets (startup/active/recovery), impact moments, weight profile.

Step 2.2: Review Each GDD

Before the next system starts, validate the current one:

/design-review design/gdd/combat-system.md

Checks all 8 sections for completeness, formula clarity, edge case resolution, bidirectional dependencies, and testable acceptance criteria.

Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION. Only APPROVED GDDs should proceed.

Step 2.3: Small Changes Without Full GDDs

For tuning changes, small additions, or tweaks that do not warrant a full GDD:

/quick-design "add 10% damage bonus for flanking attacks"

This creates a lightweight spec in design/quick-specs/ instead of a full 8-section GDD. Use it for tuning, number changes, and small additions.

Step 2.4: Cross-GDD Consistency Review

After all MVP system GDDs are approved individually:

/review-all-gdds

This reads ALL GDDs simultaneously and runs two analysis phases:

Phase 1 -- Cross-GDD Consistency:

  • Dependency bidirectionality (A references B, does B reference A?)
  • Rule contradictions between systems
  • Stale references to renamed or removed systems
  • Ownership conflicts (two systems claiming the same responsibility)
  • Formula range compatibility (does System A's output fit System B's input?)
  • Acceptance criteria cross-check

Phase 2 -- Design Theory (Game Design Holism):

  • Competing progression loops (do two systems fight for the same reward space?)
  • Cognitive load (more than 4 active systems at once?)
  • Dominant strategies (one approach that makes all others irrelevant)
  • Economic loop analysis (sources and sinks balanced?)
  • Difficulty curve consistency across systems
  • Pillar alignment and anti-pillar violations
  • Player fantasy coherence

Output: design/gdd/gdd-cross-review-[date].md with a verdict.

Step 2.5: Narrative Design (If Applicable)

If your game has story, lore, or dialogue, this is when you build it:

  1. World-building -- Use world-builder to define factions, history, geography, and rules of your world
  2. Story structure -- Use narrative-director to design story arcs, character arcs, and narrative beats
  3. Character sheets -- Use the narrative-character-sheet.md template

Phase 2 Gate

/gate-check systems-design

Requirements to pass:

  • All MVP systems in systems-index.md have Status: Approved
  • Each MVP system has a reviewed GDD
  • Cross-GDD review report exists (design/gdd/gdd-cross-review-*.md) with verdict of PASS or CONCERNS (not FAIL)

Phase 3: Technical Setup

What Happens in This Phase

You make key technical decisions, document them as Architecture Decision Records (ADRs), validate them through review, and produce a control manifest that gives programmers flat, actionable rules. You also establish UX foundations.

Phase 3 Pipeline

/create-architecture  -->  /architecture-decision (x N)  -->  /architecture-review
        |                          |                                   |
        v                          v                                   v
  Master architecture       Per-decision ADRs              Validates completeness,
  document covering         in docs/architecture/          dependency ordering,
  all systems               adr-*.md                       engine compatibility
                                                                      |
                                                                      v
                                                         /create-control-manifest
                                                                      |
                                                                      v
                                                         Flat programmer rules
                                                         docs/architecture/
                                                         control-manifest.md
        Also in this phase:
        -------------------
        /ux-design  -->  /ux-review
        Accessibility requirements doc
        Interaction pattern library

Step 3.1: Master Architecture Document

/create-architecture

Creates the overarching architecture document in docs/architecture/architecture.md covering system boundaries, data flow, and integration points.

Step 3.2: Architecture Decision Records (ADRs)

For each significant technical decision:

/architecture-decision "State Machine vs Behavior Tree for NPC AI"

What happens: The skill guides you through creating an ADR with:

  • Context and decision drivers
  • All options with pros/cons and engine compatibility
  • Chosen option with rationale
  • Consequences (positive, negative, risks)
  • Dependencies (Depends On, Enables, Blocks, Ordering Note)
  • GDD Requirements Addressed (linked by TR-ID)

ADRs go through a lifecycle: Proposed > Accepted > Superseded/Deprecated.

Minimum 3 Foundation-layer ADRs are required before the gate check.

Retrofitting existing ADRs: If you already have ADRs from a brownfield project:

/architecture-decision retrofit docs/architecture/adr-005.md

This detects which template sections are missing and adds only those, never overwriting existing content.

Step 3.3: Architecture Review

/architecture-review

Validates all ADRs together:

  • Topological sort of ADR dependencies (detects cycles)
  • Engine compatibility verification
  • GDD Revision Flags (flags GDD sections that need updates based on ADR choices)
  • TR-ID registry maintenance (docs/architecture/tr-registry.yaml)

Step 3.4: Control Manifest

/create-control-manifest

Takes all Accepted ADRs and produces a flat programmer rules sheet:

docs/architecture/control-manifest.md

This contains Required patterns, Forbidden patterns, and Guardrails organized by code layer. Stories created later embed the manifest version date so staleness can be detected.

Step 3.5: UX Foundations

Three UX artifacts are required before leaving this phase:

Accessibility Requirements:

Create design/accessibility-requirements.md using the template. Commit to a tier (Basic / Standard / Comprehensive / Exemplary) and fill the 4-axis feature matrix (visual, motor, cognitive, auditory).

UX Specs for Key Screens:

/ux-design main-menu
/ux-design core-gameplay-hud

Three modes: screen/flow, HUD, and interaction patterns. Output goes to design/ux/. Each spec includes: player need, layout zones, states, interaction map, data requirements, events fired, accessibility, localization.

UX Review:

/ux-review

Validates UX specs for GDD alignment and accessibility tier compliance.

Interaction Pattern Library:

Create design/ux/interaction-patterns.md -- 16 standard controls plus game-specific patterns (inventory slot, ability icon, HUD bar, dialogue box, etc.) with animation and sound standards.

Phase 3 Gate

/gate-check technical-setup

Requirements to pass:

  • docs/architecture/architecture.md exists
  • At least 3 ADRs exist and are Accepted
  • Architecture review report exists
  • docs/architecture/control-manifest.md exists
  • design/accessibility-requirements.md exists
  • At least 1 UX spec reviewed in design/ux/
  • UX review completed

Phase 4: Pre-Production

What Happens in This Phase

You turn design documents into implementable stories, create prototypes to validate risky mechanics, plan your first sprint, and build a Vertical Slice that proves the core loop is fun.

Phase 4 Pipeline

/prototype  -->  /create-epics-stories  -->  /sprint-plan
    |                    |                        |
    v                    v                        v
  Throwaway         Story files in           First sprint with
  prototypes        production/stories/      prioritized stories
  in prototypes/    from GDDs + ADRs +       production/sprints/
                    control manifest         sprint-*.md
                         |
                         v
                   /story-readiness
                   (validates each story
                    before pickup)
                         |
                         v
                   Vertical Slice
                   (playable build,
                    3 unguided sessions)

Step 4.1: Prototype Risky Mechanics

Not everything needs a prototype. Prototype when:

  • A mechanic is novel and you are not sure it is fun
  • A technical approach is risky and you are not sure it is feasible
  • Two design options both seem viable and you need to feel the difference
/prototype "grappling hook movement with momentum"

What happens: The skill collaborates with you to define a hypothesis, success criteria, and minimal scope. The prototyper agent works in an isolated git worktree (isolation: worktree) so throwaway code never pollutes src/.

Key rule: The prototype-code rule intentionally relaxes coding standards -- hardcoded values OK, no tests required -- but a README with hypothesis and findings is mandatory.

Step 4.2: Create Stories From Design Artifacts

/create-epics-stories

This reads your GDDs, ADRs, and control manifest to generate implementable story files in production/stories/. Each story embeds:

  • GDD requirement references (TR-IDs, not quoted text -- stays fresh)
  • ADR references (only from Accepted ADRs; Proposed ADRs cause Status: Blocked)
  • Control manifest version date (for staleness detection)
  • Engine-specific implementation notes
  • Acceptance criteria from the GDD

Step 4.3: Validate Stories Before Pickup

/story-readiness production/stories/combat-damage-calc.md

Checks: Design completeness, Architecture coverage, Scope clarity, Definition of Done. Verdict: READY / NEEDS WORK / BLOCKED.

Step 4.4: Effort Estimation

/estimate production/stories/combat-damage-calc.md

Provides effort estimates with risk assessment.

Step 4.5: Plan Your First Sprint

/sprint-plan new

What happens: The producer agent collaborates on sprint planning:

  • Asks for sprint goal and available time
  • Breaks the goal into Must Have / Should Have / Nice to Have tasks
  • Identifies risks and blockers
  • Creates production/sprints/sprint-01.md
  • Populates production/sprint-status.yaml (machine-readable story tracking)

Step 4.6: Vertical Slice (Hard Gate)

Before advancing to Production, you must build and playtest a Vertical Slice:

  • One complete end-to-end core loop, playable from start to finish
  • Representative quality (not placeholder everything)
  • Played unguided in at least 3 sessions
  • Playtest report written (/playtest-report)

This is a hard gate -- /gate-check will auto-FAIL if a human has not played the build unguided.

Phase 4 Gate

/gate-check pre-production

Requirements to pass:

  • At least 1 prototype with README
  • Story files exist in production/stories/
  • At least 1 sprint plan exists
  • At least 1 playtest report exists (Vertical Slice played in 3+ sessions)

Phase 5: Production

What Happens in This Phase

This is the core production loop. You work in sprints (typically 1-2 weeks), implementing features story by story, tracking progress, and closing stories through a structured completion review. This phase repeats until your game is content-complete.

Phase 5 Pipeline (Per Sprint)

/sprint-plan new  -->  /story-readiness  -->  implement  -->  /story-done
       |                     |                    |                |
       v                     v                    v                v
  Sprint created       Story validated      Code written     8-phase review:
  sprint-status.yaml   READY verdict        Tests pass       verify criteria,
  populated                                                  check deviations,
                                                             update story status
       |
       |  (repeat per story until sprint complete)
       v
  /sprint-status  (quick 30-line snapshot anytime)
  /scope-check    (if scope is growing)
  /retrospective  (at sprint end)

Step 5.1: The Story Lifecycle

The production phase centers on the story lifecycle:

/story-readiness  -->  implement  -->  /story-done  -->  next story

1. Story Readiness: Before picking up a story, validate it:

/story-readiness production/stories/combat-damage-calc.md

This checks design completeness, architecture coverage, ADR status (blocks if ADR is still Proposed), control manifest version (warns if stale), and scope clarity. Verdict: READY / NEEDS WORK / BLOCKED.

2. Implementation: Work with the appropriate agents:

  • gameplay-programmer for gameplay systems
  • engine-programmer for core engine work
  • ai-programmer for AI behavior
  • network-programmer for multiplayer
  • ui-programmer for UI code
  • tools-programmer for dev tools

All agents follow the collaborative protocol: they read the design doc, ask clarifying questions, present architectural options, get your approval, then implement.

3. Story Completion: When a story is done:

/story-done production/stories/combat-damage-calc.md

This runs an 8-phase completion review:

  1. Find and read the story file
  2. Load referenced GDD, ADRs, and control manifest
  3. Verify acceptance criteria (auto-checkable, manual, deferred)
  4. Check for GDD/ADR deviations (BLOCKING / ADVISORY / OUT OF SCOPE)
  5. Prompt for code review
  6. Generate completion report (COMPLETE / COMPLETE WITH NOTES / BLOCKED)
  7. Update story Status: Complete with completion notes
  8. Surface the next ready story

Tech debt discovered during review is logged to docs/tech-debt-register.md.

Step 5.2: Sprint Tracking

Check progress anytime:

/sprint-status

Quick 30-line snapshot reading from production/sprint-status.yaml.

If scope is growing:

/scope-check production/sprints/sprint-03.md

This compares current scope against the original plan and flags scope increase, recommends cuts.

Step 5.3: Content Tracking

/content-audit

Compares GDD-specified content against what has been implemented. Catches content gaps early.

Step 5.4: Design Change Propagation

When a GDD changes after stories have been created:

/propagate-design-change design/gdd/combat-system.md

Git-diffs the GDD, finds affected ADRs, generates an impact report, and walks you through Superseded/update/keep decisions.

Step 5.5: Multi-System Features (Team Orchestration)

For features spanning multiple domains, use team skills:

/team-combat "healing ability with HoT and cleanse"
/team-narrative "Act 2 story content"
/team-ui "inventory screen redesign"
/team-level "forest dungeon level"
/team-audio "combat audio pass"

Each team skill coordinates a 6-phase collaborative workflow:

  1. Design -- game-designer asks questions, presents options
  2. Architecture -- lead-programmer proposes code structure
  3. Parallel Implementation -- specialists work simultaneously
  4. Integration -- gameplay-programmer wires everything together
  5. Validation -- qa-tester runs against acceptance criteria
  6. Report -- coordinator summarizes status

The orchestration is automated, but decision points stay with you.

Step 5.6: Sprint Review and Next Sprint

At the end of a sprint:

/retrospective

Analyzes planned vs. completed, velocity, blockers, and actionable improvements.

Then plan the next sprint:

/sprint-plan new

Step 5.7: Milestone Reviews

At milestone checkpoints:

/milestone-review "alpha"

Produces feature completeness, quality metrics, risk assessment, and go/no-go recommendation.

Phase 5 Gate

/gate-check production

Requirements to pass:

  • All MVP stories complete
  • Playtesting: 3 sessions covering new player, mid-game, and difficulty curve
  • Fun hypothesis validated
  • No confusion loops in playtest data

Phase 6: Polish

What Happens in This Phase

Your game is feature-complete. Now you make it good. This phase focuses on performance, balance, accessibility, audio, visual polish, and playtesting.

Phase 6 Pipeline

/perf-profile  -->  /balance-check  -->  /asset-audit  -->  /playtest-report (x3)
       |                  |                    |                    |
       v                  v                    v                    v
  Profile CPU/GPU    Analyze formulas     Verify naming,      Cover: new player,
  memory, optimize   and data for         formats, sizes      mid-game, difficulty
  bottlenecks        broken progressions                      curve

  /tech-debt  -->  /team-polish
       |                |
       v                v
  Track and        Coordinated pass:
  prioritize       performance + art +
  debt items       audio + UX + QA

Step 6.1: Performance Profiling

/perf-profile

Guides you through structured performance profiling:

  • Establish targets (FPS, memory, platform)
  • Identify bottlenecks ranked by impact
  • Generate actionable optimization tasks with code locations and expected gains

Step 6.2: Balance Analysis

/balance-check assets/data/combat_damage.json

Analyzes balance data for statistical outliers, broken progression curves, degenerate strategies, and economy imbalances.

Step 6.3: Asset Audit

/asset-audit

Verifies naming conventions, file format standards, and size budgets across all assets.

Step 6.4: Playtesting (Required: 3 Sessions)

/playtest-report

Generates structured playtest reports. Three sessions are required, covering:

  • New player experience
  • Mid-game systems
  • Difficulty curve

Step 6.5: Technical Debt Assessment

/tech-debt

Scans for TODO/FIXME/HACK comments, code duplication, overly complex functions, missing tests, and outdated dependencies. Each item categorized and prioritized.

Step 6.6: Coordinated Polish Pass

/team-polish "combat system"

Coordinates 4 specialists in parallel:

  1. Performance optimization (performance-analyst)
  2. Visual polish (technical-artist)
  3. Audio polish (sound-designer)
  4. Feel/juice (gameplay-programmer + technical-artist)

You set priorities; the team executes with your approval at each step.

Step 6.7: Localization and Accessibility

/localize src/

Scans for hardcoded strings, concatenation that breaks translation, text that does not account for expansion, and missing locale files.

Accessibility is audited against the tier committed in Phase 3's accessibility requirements document.

Phase 6 Gate

/gate-check polish

Requirements to pass:

  • At least 3 playtest reports exist
  • Coordinated polish pass completed (/team-polish)
  • No blocking performance issues
  • Accessibility tier requirements met

Phase 7: Release

What Happens in This Phase

Your game is polished, tested, and ready. Now you ship it.

Phase 7 Pipeline

/release-checklist  -->  /launch-checklist  -->  /team-release
        |                       |                      |
        v                       v                      v
  Pre-release             Full cross-department    Coordinate:
  validation across       validation (Go/No-Go     build, QA sign-off,
  code, content,          per department)           deployment, launch
  store, legal
                    Also: /changelog, /patch-notes, /hotfix

Step 7.1: Release Checklist

/release-checklist v1.0.0

Generates a comprehensive pre-release checklist covering:

  • Build verification (all platforms compile and run)
  • Certification requirements (platform-specific)
  • Store metadata (descriptions, screenshots, trailers)
  • Legal compliance (EULA, privacy policy, ratings)
  • Save game compatibility
  • Analytics verification

Step 7.2: Launch Readiness (Full Validation)

/launch-checklist

Complete cross-department validation:

Department What Is Checked
Engineering Build stability, crash rates, memory leaks, load times
Design Feature completeness, tutorial flow, difficulty curve
Art Asset quality, missing textures, LOD levels
Audio Missing sounds, mixing levels, spatial audio
QA Open bug count by severity, regression suite pass rate
Narrative Dialogue completeness, lore consistency, typos
Localization All strings translated, no truncation, locale testing
Accessibility Compliance checklist, assistive feature testing
Store Metadata complete, screenshots approved, pricing set
Marketing Press kit ready, launch trailer, social media scheduled
Community Patch notes draft, FAQ prepared, support channels ready
Infrastructure Servers scaled, CDN configured, monitoring active
Legal EULA finalized, privacy policy, COPPA/GDPR compliance

Each item gets a Go / No-Go status. All must be Go to ship.

Step 7.3: Generate Player-Facing Content

/patch-notes v1.0.0

Generates player-friendly patch notes from git history and sprint data. Translates developer language into player language.

/changelog v1.0.0

Generates an internal changelog (more technical, for the team).

Step 7.4: Coordinate the Release

/team-release

Coordinates release-manager, QA, and DevOps through:

  1. Pre-release validation
  2. Build management
  3. Final QA sign-off
  4. Deployment preparation
  5. Go/No-Go decision

Step 7.5: Ship

The validate-push hook will warn you when pushing to main or develop. This is intentional -- release pushes should be deliberate:

git tag v1.0.0
git push origin main --tags

Step 7.6: Post-Launch

Hotfix workflow for critical production bugs:

/hotfix "Players losing save data when inventory exceeds 99 items"

Bypasses normal sprint processes with a full audit trail:

  1. Creates a hotfix branch
  2. Implements the fix
  3. Ensures backport to development branch
  4. Documents the incident

Post-mortem after launch stabilizes:

Ask Claude to create a post-mortem using the template at
.claude/docs/templates/post-mortem.md

Cross-Cutting Concerns

These topics apply across all phases.

The Collaboration Protocol

This system is user-driven collaborative, not autonomous.

Pattern: Question > Options > Decision > Draft > Approval

Every agent interaction follows this pattern:

  1. Agent asks clarifying questions
  2. Agent presents 2-4 options with trade-offs and reasoning
  3. You decide
  4. Agent drafts based on your decision
  5. You review and refine
  6. Agent asks "May I write this to [filepath]?" before writing

See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for the full protocol with examples.

The AskUserQuestion Tool

Agents use the AskUserQuestion tool for structured option presentation. The pattern is Explain then Capture: full analysis in conversation text first, then a clean UI picker for the decision. Use it for design choices, architecture decisions, and strategic questions. Do not use it for open-ended discovery questions or simple yes/no confirmations.

Agent Coordination (3-Tier Hierarchy)

Tier 1 (Directors):    creative-director, technical-director, producer
                                          |
Tier 2 (Leads):        game-designer, lead-programmer, art-director,
                       audio-director, narrative-director, qa-lead,
                       release-manager, localization-lead
                                          |
Tier 3 (Specialists):  gameplay-programmer, engine-programmer,
                       ai-programmer, network-programmer, ui-programmer,
                       tools-programmer, systems-designer, level-designer,
                       economy-designer, world-builder, writer,
                       technical-artist, sound-designer, ux-designer,
                       qa-tester, performance-analyst, devops-engineer,
                       analytics-engineer, accessibility-specialist,
                       live-ops-designer, prototyper, security-engineer,
                       community-manager, godot-specialist,
                       godot-gdscript-specialist, godot-shader-specialist,
                       unity-specialist, unity-csharp-specialist,
                       unreal-specialist, unreal-blueprint-specialist,
                       unreal-cpp-specialist

Coordination rules:

  • Vertical delegation: Directors > Leads > Specialists. Never skip tiers for complex decisions.
  • Horizontal consultation: Agents at the same tier may consult each other but must not make binding decisions outside their domain.
  • Conflict resolution: Design conflicts go to creative-director. Technical conflicts go to technical-director. Scope conflicts go to producer.
  • No unilateral cross-domain changes.

Automated Hooks (Safety Net)

The system has 9 hooks that run automatically:

Hook Trigger What It Does
session-start.sh Session start Shows branch, recent commits, detects active.md for recovery
detect-gaps.sh Session start Detects fresh projects (no engine, no concept) and suggests /start
pre-compact.sh Before compaction Dumps session state into conversation for auto-recovery
validate-commit.sh Before commit Checks for design doc references, valid JSON, no hardcoded values
validate-push.sh Before push Warns on pushes to main/develop
validate-assets.sh Before commit Checks asset naming and size
log-agent.sh Agent start Logs agent invocations for audit trail
log-agent-stop.sh Agent stop Completes agent audit trail (start + stop)
session-stop.sh Session end Final session logging

Context Resilience

Session state file: production/session-state/active.md is a living checkpoint. Update it after each significant milestone. After any disruption (compaction, crash, /clear), read this file first.

Incremental writing: When creating multi-section documents, write each section to file immediately after approval. This means completed sections survive crashes and context compactions. Previous discussion about written sections can be safely compacted.

Automatic recovery: The session-start.sh hook detects and previews active.md automatically. The pre-compact.sh hook dumps state into the conversation before compaction.

Sprint status tracking: production/sprint-status.yaml is the machine-readable story tracker. Written by /sprint-plan (init) and /story-done (status updates). Read by /sprint-status, /help, and /story-done (next story). Eliminates fragile markdown scanning.

Brownfield Adoption

For existing projects that already have some artifacts:

/adopt

Or targeted:

/adopt gdds
/adopt adrs
/adopt stories
/adopt infra

This audits existing artifacts for format (not existence), classifies gaps as BLOCKING/HIGH/MEDIUM/LOW, builds an ordered migration plan, and writes docs/adoption-plan-[date].md. Core principle: MIGRATION not REPLACEMENT -- it never regenerates existing work, only fills gaps.

Individual skills also support retrofit mode:

/design-system retrofit design/gdd/combat-system.md
/architecture-decision retrofit docs/architecture/adr-005.md

These detect which sections are present vs. missing and fill only the gaps.

Gate System

Phase gates are formal checkpoints. Run /gate-check with the transition name:

/gate-check concept              # Concept -> Systems Design
/gate-check systems-design       # Systems Design -> Technical Setup
/gate-check technical-setup      # Technical Setup -> Pre-Production
/gate-check pre-production       # Pre-Production -> Production
/gate-check production           # Production -> Polish
/gate-check polish               # Polish -> Release

Verdicts:

  • PASS -- all requirements met, advance to next phase
  • CONCERNS -- requirements met with acknowledged risks, passable
  • FAIL -- requirements not met, blocks advancement with specific remediation

When a gate passes, production/stage.txt is updated (only then), which controls the status line and /help behavior.

Reverse Documentation

For code that exists without design docs (common after brownfield adoption):

/reverse-document src/gameplay/combat/

Reads existing code and generates GDD-format design documentation from it.


Appendix A: Agent Quick-Reference

"I need to do X -- which agent do I use?"

I need to... Agent Tier
Come up with a game idea /brainstorm skill --
Design a game mechanic game-designer 2
Design specific formulas/numbers systems-designer 3
Design a game level level-designer 3
Design loot tables / economy economy-designer 3
Build world lore world-builder 3
Write dialogue writer 3
Plan the story narrative-director 2
Plan a sprint producer 1
Make a creative decision creative-director 1
Make a technical decision technical-director 1
Implement gameplay code gameplay-programmer 3
Implement core engine systems engine-programmer 3
Implement AI behavior ai-programmer 3
Implement multiplayer network-programmer 3
Implement UI ui-programmer 3
Build dev tools tools-programmer 3
Review code architecture lead-programmer 2
Create shaders / VFX technical-artist 3
Define visual style art-director 2
Define audio style audio-director 2
Design sound effects sound-designer 3
Design UX flows ux-designer 3
Write test cases qa-tester 3
Plan test strategy qa-lead 2
Profile performance performance-analyst 3
Set up CI/CD devops-engineer 3
Design analytics analytics-engineer 3
Check accessibility accessibility-specialist 3
Plan live operations live-ops-designer 3
Manage a release release-manager 2
Manage localization localization-lead 2
Prototype quickly prototyper 3
Audit security security-engineer 3
Communicate with players community-manager 3
Godot-specific help godot-specialist 3
GDScript-specific help godot-gdscript-specialist 3
Godot shader help godot-shader-specialist 3
GDExtension modules godot-gdextension-specialist 3
Unity-specific help unity-specialist 3
Unity DOTS/ECS unity-dots-specialist 3
Unity shaders/VFX unity-shader-specialist 3
Unity Addressables unity-addressables-specialist 3
Unity UI Toolkit unity-ui-specialist 3
Unreal-specific help unreal-specialist 3
Unreal GAS ue-gas-specialist 3
Unreal Blueprints ue-blueprint-specialist 3
Unreal replication ue-replication-specialist 3
Unreal UMG/CommonUI ue-umg-specialist 3

Agent Hierarchy

                    creative-director / technical-director / producer
                                         |
          ---------------------------------------------------------------
          |            |           |           |          |        |       |
    game-designer  lead-prog  art-dir  audio-dir  narr-dir  qa-lead  release-mgr
          |            |           |           |          |        |        |
     specialists  programmers  tech-art  snd-design  writer   qa-tester  devops
     (systems,    (gameplay,             (sound)     (world-  (perf,     (analytics,
      economy,     engine,                           builder)  access.)   security)
      level)       ai, net,
                   ui, tools)

Escalation rule: If two agents disagree, go up. Design conflicts go to creative-director. Technical conflicts go to technical-director. Scope conflicts go to producer.


Appendix B: Slash Command Quick-Reference

All 52 Commands by Category

Onboarding and Navigation (5)

Command Purpose Phase
/start Guided onboarding, routes to right workflow Any (first session)
/help Context-aware "what do I do next?" Any
/project-stage-detect Full project audit to determine current phase Any
/setup-engine Configure engine, pin version, set preferences 1
/adopt Brownfield audit and migration plan Any (existing projects)

Game Design (6)

Command Purpose Phase
/brainstorm Collaborative ideation with MDA analysis 1
/map-systems Decompose concept into systems index 1-2
/design-system Guided section-by-section GDD authoring 2
/quick-design Lightweight spec for small changes 2+
/review-all-gdds Cross-GDD consistency and design theory review 2
/propagate-design-change Find ADRs/stories affected by GDD changes 5

UX and Interface (2)

Command Purpose Phase
/ux-design Author UX specs (screen/flow, HUD, patterns) 3
/ux-review Validate UX specs for accessibility and GDD alignment 3

Architecture (4)

Command Purpose Phase
/create-architecture Master architecture document 3
/architecture-decision Create or retrofit an ADR 3
/architecture-review Validate all ADRs, dependency ordering 3
/create-control-manifest Flat programmer rules from Accepted ADRs 3

Stories and Sprints (6)

Command Purpose Phase
/create-epics-stories Break GDDs + ADRs into story files 4
/sprint-plan Create or manage sprint plans 4-5
/sprint-status Quick 30-line sprint snapshot 5
/story-readiness Validate story is implementation-ready 4-5
/story-done 8-phase story completion review 5
/estimate Effort estimation with risk assessment 4-5

Reviews and Analysis (10)

Command Purpose Phase
/design-review Validate GDD against 8-section standard 1-2
/code-review Architectural code review 5+
/balance-check Game balance formula analysis 5-6
/asset-audit Asset naming, format, size verification 6
/content-audit GDD-specified content vs. implemented 5
/scope-check Scope creep detection 5
/perf-profile Performance profiling workflow 6
/tech-debt Tech debt scanning and prioritization 6
/gate-check Formal phase gate with PASS/CONCERNS/FAIL All transitions
/reverse-document Generate design docs from existing code Any

Production Management (5)

Command Purpose Phase
/milestone-review Milestone progress and go/no-go 5
/retrospective Sprint retrospective analysis 5
/bug-report Structured bug report creation 5+
/playtest-report Structured playtest session report 4-6
/onboard Onboard a new team member Any

Release (5)

Command Purpose Phase
/release-checklist Pre-release validation 7
/launch-checklist Full cross-department launch readiness 7
/changelog Auto-generate internal changelog 7
/patch-notes Player-facing patch notes 7
/hotfix Emergency fix workflow 7+

Creative (2)

Command Purpose Phase
/prototype Throwaway prototype in isolated worktree 4
/localize String extraction and validation 6-7

Team Orchestration (7)

Command Purpose Phase
/team-combat Combat feature: design through implementation 5
/team-narrative Narrative content: structure through dialogue 5
/team-ui UI feature: UX spec through polished implementation 5
/team-level Level: layout through dressed encounters 5
/team-audio Audio: direction through implemented events 5-6
/team-polish Coordinated polish: perf + art + audio + QA 6
/team-release Release coordination: build + QA + deployment 7

Appendix C: Common Workflows

Workflow 1: "I just started and have no game idea"

1. /start (routes you based on where you are)
2. /brainstorm (collaborative ideation, pick a concept)
3. /setup-engine (pin engine and version)
4. /design-review on concept doc (optional, recommended)
5. /map-systems (decompose concept into systems with deps and priorities)
6. /gate-check concept (verify you're ready for Systems Design)
7. /design-system per system (guided GDD authoring)

Workflow 2: "I have designs and want to start coding"

1. /design-review on each GDD (make sure they're solid)
2. /review-all-gdds (cross-GDD consistency)
3. /gate-check systems-design
4. /create-architecture + /architecture-decision (per major decision)
5. /architecture-review
6. /create-control-manifest
7. /gate-check technical-setup
8. /create-epics-stories (break GDDs into stories)
9. /sprint-plan new
10. /story-readiness -> implement -> /story-done (story lifecycle)

Workflow 3: "I need to add a complex feature mid-production"

1. /design-system or /quick-design (depending on scope)
2. /design-review to validate
3. /propagate-design-change if modifying existing GDDs
4. /estimate for effort and risk
5. /team-combat, /team-narrative, /team-ui, etc. (appropriate team skill)
6. /story-done when complete
7. /balance-check if it affects game balance

Workflow 4: "Something broke in production"

1. /hotfix "description of the issue"
2. Fix is implemented on hotfix branch
3. /code-review the fix
4. Run tests
5. /release-checklist for hotfix build
6. Deploy and backport

Workflow 5: "I have an existing project and want to use this system"

1. /start (choose Path D -- existing work)
2. /project-stage-detect (determines current phase)
3. /adopt (audits existing artifacts, builds migration plan)
4. /design-system retrofit [path] (fill GDD gaps)
5. /architecture-decision retrofit [path] (fill ADR gaps)
6. /gate-check at appropriate transition

Workflow 6: "Starting a new sprint"

1. /retrospective (review last sprint)
2. /sprint-plan new (create next sprint)
3. /scope-check (ensure scope is manageable)
4. /story-readiness per story before pickup
5. Implement stories
6. /story-done per completed story
7. /sprint-status for quick progress checks

Workflow 7: "Shipping the game"

1. /gate-check polish (verify Polish phase is complete)
2. /tech-debt (decide what's acceptable at launch)
3. /localize (final localization pass)
4. /release-checklist v1.0.0
5. /launch-checklist (full cross-department validation)
6. /team-release (coordinate the release)
7. /patch-notes and /changelog
8. Ship!
9. /hotfix if anything breaks post-launch
10. Post-mortem after launch stabilizes

Workflow 8: "I'm lost / don't know what to do next"

1. /help (reads your phase, checks artifacts, tells you what's next)
2. If /help doesn't help: /project-stage-detect (full audit)
3. If stage seems wrong: /gate-check at the transition you think you're at

Tips for Getting the Most Out of the System

  1. Always start with design, then implement. The agent system is built around the assumption that a design document exists before code is written. Agents reference GDDs constantly.

  2. Use team skills for cross-cutting features. Do not try to manually coordinate 4 agents yourself -- let /team-combat, /team-narrative, etc. handle the orchestration.

  3. Trust the rules system. When a rule flags something in your code, fix it. The rules encode hard-won game development wisdom (data-driven values, delta time, accessibility, etc.).

  4. Compact proactively. At ~65-70% context usage, compact or /clear. The pre-compact hook saves your progress. Do not wait until you are at the limit.

  5. Use the right tier of agent. Do not ask creative-director to write a shader. Do not ask qa-tester to make design decisions. The hierarchy exists for a reason.

  6. Run /help when uncertain. It reads your actual project state and tells you the single most important next step.

  7. Run /design-review before handing designs to programmers. This catches incomplete specs early, saving rework.

  8. Run /code-review after every major feature. Catch architectural issues before they propagate.

  9. Prototype risky mechanics first. A day of prototyping can save a week of production on a mechanic that does not work.

  10. Keep your sprint plans honest. Use /scope-check regularly. Scope creep is the number one killer of indie games.

  11. Document decisions with ADRs. Future-you will thank present-you for recording why things were built the way they were.

  12. Use the story lifecycle religiously. /story-readiness before pickup, /story-done after completion. This catches deviations early and keeps the pipeline honest.

  13. Write to files early and often. Incremental section writing means your design decisions survive crashes and compactions. The file is the memory, not the conversation.