# Gate Check > Valida si el proyecto está listo para avanzar de fase de desarrollo, con un veredicto PASS/CONCERNS/FAIL, bloqueadores concretos y artefactos requeridos. Fuente: https://skillsagentes.com/skills/donchitos/claude-code-game-studios/gate-check Markdown: https://skillsagentes.com/skills/donchitos/claude-code-game-studios/gate-check.md Repositorio: https://github.com/Donchitos/Claude-Code-Game-Studios Autor: Donchitos Licencia: MIT Actualizado: hace 3 meses Coste de contexto: 70 tok instalada, 7.6k tok al activarse, 7.6k tok con todos los archivos del bundle Bundle: 1 archivo, 30 KB Permisos que pide: read, glob, grep, bash, write, task, askuserquestion ## Instalación Un skill son archivos markdown: los mismos archivos valen para cualquier agente y lo único que cambia es el directorio de destino, es decir la bandera `--agent`. Añade `-g` para instalarlo en todos los proyectos de la máquina. ```bash # Claude Code npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent claude-code # Cursor npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent cursor # Codex npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent codex # Gemini CLI npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent gemini # Windsurf npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent windsurf # Cline npx -y skills add Donchitos/Claude-Code-Game-Studios --skill gate-check --agent cline ``` ## Qué hace - Validates readiness to advance between 7 development phases (Concept → Release) using artifact and quality checks - Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts - Spawns four director subagents (creative, technical, producer, art) for panel assessment - Runs a Chain-of-Verification pass to challenge the draft verdict before finalising - Writes the new stage to production/stage.txt when the gate passes and the user confirms ## Cuándo usarla - User says 'are we ready to move to X' - User says 'can we advance to production' - User says 'check if we can start the next phase' - User says 'pass the gate' ## Cuándo no - Diagnosing where the project currently is — that's what /project-stage-detect does instead ## Qué la activa - "¿Estamos listos para pasar a producción?" - "Comprueba si podemos avanzar a la siguiente fase" - "¿Podemos entrar en pre-producción ya?" - "Haz el gate-check para pulido (polish)" ## Antes de instalar - Requiere una estructura de proyecto con documentos de diseño, arquitectura y producción (GDDs, ADRs, sprints, etc.) según la fase evaluada. - runs shell commands - writes to your files ## Archivos - SKILL.md — 30 KB ## SKILL.md Reproducido tal cual desde Donchitos/Claude-Code-Game-Studios bajo MIT. Esta sección es el documento original y está en inglés. # Phase Gate Validation This skill validates whether the project is ready to advance to the next development phase. It checks for required artifacts, quality standards, and blockers. **Distinct from `/project-stage-detect`**: That skill is diagnostic ("where are we?"). This skill is prescriptive ("are we ready to advance?" with a formal verdict). ## Production Stages (7) The project progresses through these stages: 1. **Concept** — Brainstorming, game concept document 2. **Systems Design** — Mapping systems, writing GDDs 3. **Technical Setup** — Engine config, architecture decisions 4. **Pre-Production** — Prototyping, vertical slice validation 5. **Production** — Feature development (Epic/Feature/Task tracking active) 6. **Polish** — Performance, playtesting, bug fixing 7. **Release** — Launch prep, certification **When a gate passes**, write the new stage name to `production/stage.txt` (single line, e.g. `Production`). This updates the status line immediately. --- ## 1. Parse Arguments **Target phase:** `$ARGUMENTS[0]` (blank = auto-detect current stage, then validate next transition) 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` Note: in `solo` mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE) are skipped — gate-check becomes artifact-existence checks only. In `lean` mode, all four directors still run (phase gates are the purpose of lean mode). - **With argument**: `/gate-check production` — validate readiness for that specific phase - **No argument**: Auto-detect current stage using the same heuristics as `/project-stage-detect`, then **confirm with the user before running**: Use `AskUserQuestion`: - Prompt: "Detected stage: **[current stage]**. Running gate for [Current] → [Next] transition. Is this correct?" - Options: - `[A] Yes — run this gate` - `[B] No — pick a different gate` (if selected, show a second widget listing all gate options: Concept → Systems Design, Systems Design → Technical Setup, Technical Setup → Pre-Production, Pre-Production → Production, Production → Polish, Polish → Release) Do not skip this confirmation step when no argument is provided. --- ## 2. Phase Gate Definitions ### Gate: Concept → Systems Design **Required Artifacts:** - [ ] `design/gdd/game-concept.md` exists and has content - [ ] Game pillars defined (in concept doc or `design/gdd/game-pillars.md`) - [ ] Visual Identity Anchor section exists in `design/gdd/game-concept.md` (from brainstorm Phase 4 art-director output) **Recommended (not blocking):** - [ ] Concept prototype exists in `prototypes/` with a REPORT.md showing PROCEED verdict (`/prototype [core-mechanic]`) — skipping this means GDDs may be written for an idea that hasn't been played. Acceptable if the concept is proven by other means. **Quality Checks:** - [ ] Game concept has been reviewed (`/design-review` verdict not MAJOR REVISION NEEDED) - [ ] Core loop is described and understood - [ ] Target audience is identified - [ ] Visual Identity Anchor contains a one-line visual rule and at least 2 supporting visual principles --- ### Gate: Systems Design → Technical Setup **Required Artifacts:** - [ ] Systems index exists at `design/gdd/systems-index.md` with at least MVP systems enumerated - [ ] All MVP-tier GDDs exist in `design/gdd/` and individually pass `/design-review` - [ ] A cross-GDD review report exists in `design/gdd/` (from `/review-all-gdds`) **Quality Checks:** - [ ] All MVP GDDs pass individual design review (8 required sections, no MAJOR REVISION NEEDED verdict) - [ ] `/review-all-gdds` verdict is not FAIL (cross-GDD consistency and design theory checks pass) - [ ] All cross-GDD consistency issues flagged by `/review-all-gdds` are resolved or explicitly accepted - [ ] System dependencies are mapped in the systems index and are bidirectionally consistent - [ ] MVP priority tier is defined - [ ] No stale GDD references flagged (older GDDs updated to reflect decisions made in later GDDs) --- ### Gate: Technical Setup → Pre-Production **Required Artifacts:** - [ ] Engine chosen (CLAUDE.md Technology Stack is not `[CHOOSE]`) - [ ] Technical preferences configured (`.claude/docs/technical-preferences.md` populated) - [ ] Art bible exists at `design/art/art-bible.md` with at least Sections 1–4 (Visual Identity Foundation) - [ ] At least 3 Architecture Decision Records in `docs/architecture/` covering Foundation-layer systems (scene management, event architecture, save/load) - [ ] Engine reference docs exist in `docs/engine-reference/[engine]/` - [ ] Test framework initialized: `tests/unit/` and `tests/integration/` directories exist - [ ] CI/CD test workflow exists at `.github/workflows/tests.yml` (or equivalent) - [ ] At least one example test file exists to confirm the framework is functional - [ ] Master architecture document exists at `docs/architecture/architecture.md` - [ ] Architecture traceability index exists at `docs/architecture/requirements-traceability.md` - [ ] `/architecture-review` has been run (a review report file exists in `docs/architecture/`) - [ ] `design/accessibility-requirements.md` exists with accessibility tier committed - [ ] `design/ux/interaction-patterns.md` exists (pattern library initialized, even if minimal) **Quality Checks:** - [ ] Architecture decisions cover core systems (rendering, input, state management) - [ ] Technical preferences have naming conventions and performance budgets set - [ ] Accessibility tier is defined and documented (even "Basic" is acceptable — undefined is not) - [ ] At least one screen's UX spec started (often the main menu or core HUD is designed during Technical Setup) - [ ] All ADRs have an **Engine Compatibility section** with engine version stamped - [ ] All ADRs have a **GDD Requirements Addressed section** with explicit GDD linkage - [ ] No ADR references APIs listed in `docs/engine-reference/[engine]/deprecated-apis.md` - [ ] All HIGH RISK engine domains (per VERSION.md) have been explicitly addressed in the architecture document or flagged as open questions - [ ] Architecture traceability matrix has **zero Foundation layer gaps** (all Foundation requirements must have ADR coverage before Pre-Production) **ADR Circular Dependency Check**: For all ADRs in `docs/architecture/`, read each ADR's "ADR Dependencies" / "Depends On" section. Build a dependency graph (ADR-A → ADR-B means A depends on B). If any cycle is detected (e.g. A→B→A, or A→B→C→A): - Flag as **FAIL**: "Circular ADR dependency: [ADR-X] → [ADR-Y] → [ADR-X]. Neither can reach Accepted while the cycle exists. Remove one 'Depends On' edge to break the cycle." **Engine Validation** (read `docs/engine-reference/[engine]/VERSION.md` first): - [ ] ADRs that touch post-cutoff engine APIs are flagged with Knowledge Risk: HIGH/MEDIUM - [ ] `/architecture-review` engine audit shows no deprecated API usage - [ ] All ADRs agree on the same engine version (no stale version references) --- ### Gate: Pre-Production → Production **Required Artifacts:** - [ ] Vertical slice exists in `prototypes/` with a REPORT.md (run `/vertical-slice`) — **recommended, not blocking**; if absent, surface as CONCERNS - [ ] First sprint plan exists in `production/sprints/` - [ ] Art bible is complete (all 9 sections) and AD-ART-BIBLE sign-off verdict is recorded in `design/art/art-bible.md` - [ ] Entity inventory exists at `design/assets/entity-inventory.md` (recommended — run `/asset-spec` with no arguments to generate collaboratively from GDDs + art bible) - [ ] All MVP-tier GDDs from systems index are complete - [ ] Master architecture document exists at `docs/architecture/architecture.md` - [ ] At least 3 ADRs covering Foundation-layer decisions exist in `docs/architecture/` - [ ] All Foundation and Core layer ADRs have status `Accepted` (not `Proposed`) — stories cannot be unblocked until their governing ADR is accepted - [ ] Control manifest exists at `docs/architecture/control-manifest.md` (generated by `/create-control-manifest` from Accepted ADRs) - [ ] Epics defined in `production/epics/` with at least Foundation and Core layer epics present (use `/create-epics layer: foundation` and `/create-epics layer: core` to create them, then `/create-stories [epic-slug]` for each epic) - [ ] Vertical Slice build exists and is playable (not just scope-defined) — **recommended, not blocking**; if absent, surface as CONCERNS - [ ] Vertical Slice has been playtested with at least 1 documented session — **recommended, not blocking**; if absent, surface as CONCERNS - [ ] Vertical Slice playtest report exists at `production/playtests/` or equivalent — **recommended, not blocking**; if absent, surface as CONCERNS - [ ] UX specs exist for key screens: main menu, core gameplay HUD (at `design/ux/`), pause menu - [ ] HUD design document exists at `design/ux/hud.md` (if game has in-game HUD) - [ ] All key screen UX specs have passed `/ux-review` (verdict APPROVED or NEEDS REVISION accepted) **Quality Checks:** - [ ] **Core loop fun is validated** — playtest data confirms the central mechanic is enjoyable, not just functional. Explicitly check the Vertical Slice playtest report. - [ ] UX specs cover all UI Requirements sections from MVP-tier GDDs - [ ] Interaction pattern library documents patterns used in key screens - [ ] Accessibility tier from `design/accessibility-requirements.md` is addressed in all key screen UX specs - [ ] Sprint plan references real story file paths from `production/epics/` (not just GDDs — stories must embed GDD req ID + ADR reference) - [ ] **Vertical Slice is COMPLETE**, not just scoped — the build demonstrates the full core loop end-to-end. At least one complete [start → challenge → resolution] cycle works. - [ ] Architecture document has no unresolved open questions in Foundation or Core layers - [ ] All ADRs have Engine Compatibility sections stamped with the engine version - [ ] All ADRs have ADR Dependencies sections (even if all fields are "None") - [ ] Manual validation confirms GDDs + architecture + epics are coherent (run `/review-all-gdds` and `/architecture-review` if not done recently) - [ ] **Core fantasy is delivered** — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted). **Vertical Slice Validation** (only run these checks if a Vertical Slice was built): - [ ] A human has played through the core loop without developer guidance - [ ] The game communicates what to do within the first 2 minutes of play - [ ] No critical "fun blocker" bugs exist in the Vertical Slice build - [ ] The core mechanic feels good to interact with (this is a subjective check — ask the user) > **Verdict rules for Vertical Slice:** > - **Slice was built AND any validation item is NO** → verdict is automatically FAIL. A broken > or unfun vertical slice should not advance to Production. > - **Slice was not built (skipped)** → downgrade to CONCERNS only, not FAIL. Surface the risk > clearly: "Advancing without a validated Vertical Slice increases the risk of late-stage design > pivots. Recommended before committing full production scope." The user decides. > - Skipping is a valid solo dev or time-constrained call. Shipping a broken one is not. --- ### Gate: Production → Polish **Required Artifacts:** - [ ] `src/` has active code organized into subsystems - [ ] All core mechanics from GDD are implemented (cross-reference `design/gdd/` with `src/`) - [ ] Main gameplay path is playable end-to-end - [ ] Test files exist in `tests/unit/` and `tests/integration/` covering Logic and Integration stories - [ ] All Logic stories from this sprint have corresponding unit test files in `tests/unit/` - [ ] Smoke check has been run with a PASS or PASS WITH WARNINGS verdict — report exists in `production/qa/` - [ ] QA plan exists in `production/qa/` (generated by `/qa-plan`) covering this sprint or final production sprint - [ ] At least one QA plan exists in `production/qa/` covering this production phase — run `/qa-plan` if missing (CONCERNS — advisory, not blocking) - [ ] QA sign-off report exists in `production/qa/` (generated by `/team-qa`) with verdict APPROVED or APPROVED WITH CONDITIONS - [ ] At least 3 distinct playtest sessions documented in `production/playtests/` - [ ] Playtest reports cover: new player experience, mid-game systems, and difficulty curve - [ ] Fun hypothesis from Game Concept has been explicitly validated or revised **Quality Checks:** - [ ] Tests are passing (run test suite via Bash) - [ ] No critical/blocker bugs in any bug tracker or known issues - [ ] Core loop plays as designed (compare to GDD acceptance criteria) - [ ] Performance is within budget (check technical-preferences.md targets) - [ ] Playtest findings have been reviewed and critical fun issues addressed (not just documented) - [ ] No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why - [ ] Difficulty curve matches the Difficulty Curve design doc (if one exists at `design/difficulty-curve.md`) - [ ] All implemented screens have corresponding UX specs (no "designed in-code" screens) - [ ] Interaction pattern library is up-to-date with all patterns used in implementation - [ ] Accessibility compliance verified against committed tier in `design/accessibility-requirements.md` --- ### Gate: Polish → Release **Required Artifacts:** - [ ] All features from milestone plan are implemented - [ ] Content is complete (all levels, assets, dialogue referenced in design docs exist) - [ ] Localization strings are externalized (no hardcoded player-facing text in `src/`) - [ ] QA test plan exists (`/qa-plan` output in `production/qa/`) - [ ] QA sign-off report exists (`/team-qa` output — APPROVED or APPROVED WITH CONDITIONS) - [ ] All Must Have story test evidence is present (Logic/Integration: test files pass; Visual/Feel/UI: sign-off docs in `production/qa/evidence/`) - [ ] Smoke check passes cleanly (PASS verdict) on the release candidate build - [ ] No test regressions from previous sprint (test suite passes fully) - [ ] Balance data has been reviewed (`/balance-check` run) - [ ] Release checklist completed (`/release-checklist` or `/launch-checklist` run) - [ ] Store metadata prepared (if applicable) - [ ] Changelog / patch notes drafted **Quality Checks:** - [ ] Full QA pass signed off by `qa-lead` - [ ] All tests passing - [ ] Performance targets met across all target platforms - [ ] No known critical, high, or medium-severity bugs - [ ] Accessibility basics covered (remapping, text scaling if applicable) - [ ] Localization verified for all target languages - [ ] Legal requirements met (EULA, privacy policy, age ratings if applicable) - [ ] Build compiles and packages cleanly --- ## 3. Run the Gate Check **Before running artifact checks**, read `docs/consistency-failures.md` if it exists. Extract entries whose Domain matches the target phase (e.g., if checking Systems Design → Technical Setup, pull entries in Economy, Combat, or any GDD domain; if checking Technical Setup → Pre-Production, pull entries in Architecture, Engine). Carry these as context — recurring conflict patterns in the target domain warrant increased scrutiny on those specific checks. For each item in the target gate: ### Artifact Checks - Use `Glob` and `Read` to verify files exist and have meaningful content - Don't just check existence — verify the file has real content (not just a template header) - For code checks, verify directory structure and file counts **Systems Design → Technical Setup gate — cross-GDD review check**: Use `Glob('design/gdd/gdd-cross-review-*.md')` to find the `/review-all-gdds` report. If no file matches, mark the "cross-GDD review report exists" artifact as **FAIL** and surface it prominently: "No `/review-all-gdds` report found in `design/gdd/`. Run `/review-all-gdds` before advancing to Technical Setup." If a file is found, read it and check the verdict line: a FAIL verdict means the cross-GDD consistency check failed and must be resolved before advancing. ### Quality Checks - For test checks: Run the test suite via `Bash` if a test runner is configured - For design review checks: `Read` the GDD and check for the 8 required sections - For performance checks: `Read` technical-preferences.md and compare against any profiling data in `tests/performance/` or recent `/perf-profile` output - For localization checks: `Grep` for hardcoded strings in `src/` ### Cross-Reference Checks - Compare `design/gdd/` documents against `src/` implementations - Check that every system referenced in architecture docs has corresponding code - Verify sprint plans reference real work items --- ## 4. Collaborative Assessment For items that can't be automatically verified, **ask the user**: - "I can't automatically verify that the core loop plays well. Has it been playtested?" - "No playtest report found. Has informal testing been done?" - "Performance profiling data isn't available. Would you like to run `/perf-profile`?" **Never assume PASS for unverifiable items.** Mark them as MANUAL CHECK NEEDED. --- ## 4b. Director Panel Assessment **Apply review mode before spawning any director:** - `solo` → skip all four directors. Note in output: "Director Panel skipped — Solo mode. Gate verdict based on artifact and quality checks only." Proceed to Phase 5. - `lean` → spawn all four directors (phase gates always run in lean mode — this is their purpose). - `full` → spawn all four directors as normal. (Review mode was resolved in Phase 1. Use that stored value here.) Before generating the final verdict, spawn all four directors as **parallel subagents** via Task using the parallel gate protocol from `.claude/docs/director-gates.md`. Issue all four Task calls simultaneously — do not wait for one before starting the next. **Spawn in parallel:** 1. **`creative-director`** — gate **CD-PHASE-GATE** (`.claude/docs/director-gates.md`) 2. **`technical-director`** — gate **TD-PHASE-GATE** (`.claude/docs/director-gates.md`) 3. **`producer`** — gate **PR-PHASE-GATE** (`.claude/docs/director-gates.md`) 4. **`art-director`** — gate **AD-PHASE-GATE** (`.claude/docs/director-gates.md`) Pass to each: target phase name, list of artifacts present, and the context fields listed in that gate's definition. **Collect all four responses, then present the Director Panel summary:** ``` ## Director Panel Assessment Creative Director: [READY / CONCERNS / NOT READY] [feedback] Technical Director: [READY / CONCERNS / NOT READY] [feedback] Producer: [READY / CONCERNS / NOT READY] [feedback] Art Director: [READY / CONCERNS / NOT READY] [feedback] ``` **Apply to the verdict:** - Any director returns NOT READY → verdict is minimum FAIL (user may override with explicit acknowledgement) - Any director returns CONCERNS → verdict is minimum CONCERNS - All four READY → eligible for PASS (still subject to artifact and quality checks from Section 3) --- ## 5. Output the Verdict ``` ## Gate Check: [Current Phase] → [Target Phase] **Date**: [date] **Checked by**: gate-check skill ### Required Artifacts: [X/Y present] - [x] design/gdd/game-concept.md — exists, 2.4KB - [ ] docs/architecture/ — MISSING (no ADRs found) - [x] production/sprints/ — exists, 1 sprint plan ### Quality Checks: [X/Y passing] - [x] GDD has 8/8 required sections - [ ] Tests — FAILED (3 failures in tests/unit/) - [?] Core loop playtested — MANUAL CHECK NEEDED ### Blockers 1. **No Architecture Decision Records** — Run `/architecture-decision` to create one covering core system architecture before entering production. 2. **3 test failures** — Fix failing tests in tests/unit/ before advancing. ### Recommendations - [Priority actions to resolve blockers] - [Optional improvements that aren't blocking] ### Verdict: [PASS / CONCERNS / FAIL] - **PASS**: All required artifacts present, all quality checks passing - **CONCERNS**: Minor gaps exist but can be addressed during the next phase - **FAIL**: Critical blockers must be resolved before advancing ``` --- ## 5a. Chain-of-Verification After drafting the verdict in Phase 5, challenge it before finalising. **Step 1 — Generate 5 challenge questions** designed to disprove the verdict: > **Tool-action requirement**: At least 2 of the 5 challenge questions below must be answered by re-reading a specific file (Read tool) or re-running a specific check (Grep tool) — not by reflection alone. Mark these with [TOOL ACTION] to indicate a tool was used. For a **PASS** draft: - "Which quality checks did I verify by actually reading a file, vs. inferring they passed?" - "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation? [TOOL ACTION] Re-scan the checklist for any [?] or MANUAL CHECK items." - "Did I confirm all listed artifacts have real content, not just empty headers? [TOOL ACTION] Re-read the file and check it has non-placeholder content." - "Could any blocker I dismissed as minor actually prevent the phase from succeeding?" - "Which single check am I least confident in, and why?" For a **CONCERNS** draft: - "Could any listed CONCERN be elevated to a blocker given the project's current state?" - "Is the concern resolvable within the next phase, or does it compound over time?" - "Did I soften any FAIL condition into a CONCERN to avoid a harder verdict?" - "Are there artifacts I didn't check that could reveal additional blockers?" - "Do all the CONCERNS together create a blocking problem even if each is minor alone?" For a **FAIL** draft: - "Have I accurately separated hard blockers from strong recommendations?" - "Are there any PASS items I was too lenient about?" - "Am I missing any additional blockers the user should know about?" - "Can I provide a minimal path to PASS — the specific 3 things that must change?" - "Is the fail condition resolvable, or does it indicate a deeper design problem?" **Step 2 — Answer each question** independently. Do NOT reference the draft verdict text — re-check specific files or ask the user. **Step 3 — Revise if needed:** - If any answer reveals a missed blocker → upgrade verdict (PASS→CONCERNS or CONCERNS→FAIL) - If any answer reveals an over-stated blocker → downgrade only if citing specific evidence - If answers are consistent → confirm verdict unchanged **Step 4 — Note the verification** in the final report output: `Chain-of-Verification: [N] questions checked — verdict [unchanged | revised from X to Y]` --- ## 6. Update Stage on PASS When the verdict is **PASS** and the user confirms they want to advance: 1. Write the new stage name to `production/stage.txt` (single line, no trailing newline) 2. This immediately updates the status line for all future sessions Example: if passing the "Pre-Production → Production" gate: ```bash echo -n "Production" > production/stage.txt ``` **Always ask before writing**: "Gate passed. May I update `production/stage.txt` to 'Production'?" --- ## 7. Closing Next-Step Widget After the verdict is presented and any stage.txt update is complete, close with a structured next-step prompt using `AskUserQuestion`. **Tailor the options to the gate that just ran:** For **systems-design PASS**: ``` Gate passed. What would you like to do next? [A] Run /create-architecture — produce your master architecture blueprint and ADR work plan (recommended next step) [B] Design more GDDs first — return here when all MVP systems are complete [C] Stop here for this session ``` > **Note for systems-design PASS**: `/create-architecture` is the required next step before writing any ADRs. It produces the master architecture document and a prioritized list of ADRs to write. Running `/architecture-decision` without this step means writing ADRs without a blueprint — skip it at your own risk. For **technical-setup PASS**: ``` Gate passed. What would you like to do next? [A] Run /create-control-manifest — generate the layer rules manifest from your Accepted ADRs (do this first) [B] Run /vertical-slice — build the Vertical Slice (do this before writing epics — validate fun first) [C] Write more ADRs first — run /architecture-decision [next-system] [D] Stop here for this session ``` > **Note for technical-setup PASS**: The Pre-Production sequence is deliberately ordered > to validate fun before committing to detailed planning: > > 1. `/create-control-manifest` — extract technical rules from Accepted ADRs (required before epics) > 2. `/vertical-slice` — build the Vertical Slice **FIRST**, before writing epics or stories > 3. Playtest → `/playtest-report` — at least 1 session required to pass the Pre-Production gate; 3+ recommended before committing the full team > 4. `/ux-design [screen]` — UX specs for main menu, core HUD, pause menu (if not done) > 5. `/create-epics layer:foundation` then `/create-epics layer:core` — plan after fun is validated > 6. `/create-stories [epic-slug]` for each epic > 7. `/sprint-plan new` > > **Why prototype before epics?** If the prototype reveals the core loop needs to change, > epics written before that discovery will be partially wrong. Validate fun cheaply first, > then plan in detail. This is the #1 lesson from GDC postmortem data. For all other gates, offer the two most logical next steps for that phase plus "Stop here". --- ## 8. Follow-Up Actions Based on the verdict, suggest specific next steps: - **No art bible?** → `/art-bible` to create the visual identity specification - **Art bible exists but no asset specs?** → `/asset-spec system:[name]` to generate per-asset visual specs and generation prompts from approved GDDs - **No game concept?** → `/brainstorm` to create one - **No systems index?** → `/map-systems` to decompose the concept into systems - **Missing design docs?** → `/reverse-document` or delegate to `game-designer` - **Small design change needed?** → `/quick-design` for changes under ~4 hours (bypasses full GDD pipeline) - **No UX specs?** → `/ux-design [screen name]` to author specs, or `/team-ui [feature]` for full pipeline - **UX specs not reviewed?** → `/ux-review [file]` or `/ux-review all` to validate - **No accessibility requirements doc?** → run `/ux-design` which creates both `design/accessibility-requirements.md` and `design/ux/interaction-patterns.md` in one step - **No interaction pattern library?** → `/ux-design patterns` to initialize it - **GDDs not cross-reviewed?** → `/review-all-gdds` (run after all MVP GDDs are individually approved) - **Cross-GDD consistency issues?** → fix flagged GDDs, then re-run `/review-all-gdds` - **No test framework?** → `/test-setup` to scaffold the framework for your engine - **No QA plan for current sprint?** → `/qa-plan sprint` to generate one before implementation begins - **Missing ADRs?** → `/architecture-decision` for individual decisions - **No master architecture doc?** → `/create-architecture` for the full blueprint - **ADRs missing engine compatibility sections?** → Re-run `/architecture-decision` or manually add Engine Compatibility sections to existing ADRs - **Missing control manifest?** → `/create-control-manifest` (requires Accepted ADRs) - **Missing epics?** → `/create-epics layer: foundation` then `/create-epics layer: core` (requires control manifest) - **Missing stories for an epic?** → `/create-stories [epic-slug]` (run after each epic is created) - **Stories not implementation-ready?** → `/story-readiness` to validate stories before developers pick them up - **Tests failing?** → delegate to `lead-programmer` or `qa-tester` - **No playtest data?** → `/playtest-report` - **No playtest sessions beyond the minimum?** → Additional sessions give more reliable signal. 3+ total is recommended before committing the full team. Use `/playtest-report` to structure findings. - **No Difficulty Curve doc?** → Create `design/difficulty-curve.md` from the template at `.claude/docs/templates/difficulty-curve.md` — or use `/quick-design "difficulty curve"` for a guided session. - **No player journey map?** → Create `design/player-journey.md` from the template at `.claude/docs/templates/player-journey.md` — or author it collaboratively using `/ux-design` Phase 2b. - **Need a quick sprint check?** → `/sprint-status` for current sprint progress snapshot - **Performance unknown?** → `/perf-profile` - **Not localized?** → `/localize` - **Ready for release?** → `/launch-checklist` --- ## Collaborative Protocol This skill follows the collaborative design principle: 1. **Scan first**: Check all artifacts and quality gates 2. **Ask about unknowns**: Don't assume PASS for things you can't verify 3. **Present findings**: Show the full checklist with status 4. **User decides**: The verdict is a recommendation — the user makes the final call 5. **Get approval**: "May I write this gate check report to production/gate-checks/?" 6. **Never auto-fix**: If required artifacts are missing, report the FAIL verdict and name the skill to run (e.g. "run `/test-setup`"). Do NOT create missing files or re-run the gate automatically. Creating files to manufacture a PASS defeats the gate's purpose. **Never** block a user from advancing — the verdict is advisory. Document the risks and let the user decide whether to proceed despite concerns. ## Dónde encaja - Categoría: [Productividad](https://skillsagentes.com/categorias/productividad.md) — Planificación, toma de notas y automatización de flujos personales. - Creador: [Donchitos](https://skillsagentes.com/creators/donchitos.md) — 73 skills en el directorio - [Todas las skills](https://skillsagentes.com/skills.md) - [Ranking de instalaciones](https://skillsagentes.com/ranking.md) ## Otras skills del mismo repositorio - [Team Qa](https://skillsagentes.com/skills/donchitos/claude-code-game-studios/team-qa.md): Orquesta al equipo de QA (qa-lead y qa-tester) para producir un paquete completo de QA: plan de pruebas, smoke check, casos de prueba, ejecución manual y reporte de sign-off. - [Consistency Check](https://skillsagentes.com/skills/donchitos/claude-code-game-studios/consistency-check.md): Compara todos los GDDs contra el registro de entidades para detectar inconsistencias entre documentos: mismo stat, ítem o fórmula con valores distintos, usando un enfoque grep-first. - [Create Architecture](https://skillsagentes.com/skills/donchitos/claude-code-game-studios/create-architecture.md): Redacción guiada, sección por sección, del documento de arquitectura maestro del juego, consciente de la versión del motor y de sus posibles brechas de conocimiento. - [Day One Patch](https://skillsagentes.com/skills/donchitos/claude-code-game-studios/day-one-patch.md): Prepara un patch day-one para el lanzamiento de un juego: define alcance, prioriza, implementa y valida con un QA gate ligero, como un mini-sprint con plan de rollback. - [Hotfix](https://skillsagentes.com/skills/donchitos/claude-code-game-studios/hotfix.md): Flujo de arreglo urgente que se salta el proceso normal de sprint pero deja rastro de auditoría completo: crea rama hotfix, registra aprobaciones y asegura el backport correcto. --- Skills Agentes · [Índice de páginas en markdown](https://skillsagentes.com/sitemap.md) · [Inicio](https://skillsagentes.com/index.md)