adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill bug-report --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill bug-report -a windsurf -y
name: bug-report description: "Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity." argument-hint: "[description] | analyze [path-to-file] | verify [BUG-ID] | close [BUG-ID]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(bash "*/.claude/skills/bug-report/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).
**Drafts only.** This skill writes reports to `production/qa/bugs/`. When the cause is in the engine, a plugin or another vendor's code, add a draft for their tracker under **Notes** and stop there: never file, open or comment on an issue or pull request in their repository. The user submits it.
Determine the mode from the argument:
If no argument is provided, ask the user for a bug description before proceeding.
---
1. **Parse the description** for key information: what broke, when, how to reproduce it, and what the expected behavior is.
2. **Search the codebase** for related files using Grep/Glob to add context (affected system, likely files).
3. **Draft the bug report**:
# Bug Report ## Summary **Title**: [Concise, descriptive title] **ID**: BUG-[NNNN] **Severity**: [S1-Critical / S2-High / S3-Medium / S4-Low] **Priority**: [P1-Fix this sprint / P2-Fix soon / P3-Backlog / P4-Won't fix] **Status**: Open **Reported**: [Date] **Reporter**: [the reporter's name as the user gives it, else `—`; never an email address or account ID taken from the session] ## Classification - **Category**: [Gameplay / UI / Audio / Visual / Performance / Crash / Network] - **System**: [Which game system is affected — when the bug spans systems, the one whose code must change; the others go under Related systems] - **Frequency**: [Always / Often (>50%) / Sometimes (10-50%) / Rare (<10%)] - **Regression**: [Yes/No/Unknown -- was this working before?] ## Environment - **Build**: [Version or commit hash] - **Platform**: [OS, hardware if relevant] - **Scene/Level**: [Where in the game] - **Game State**: [Relevant state -- inventory, quest progress, etc.] ## Reproduction Steps **Preconditions**: [Required state before starting] 1. [Exact step 1] 2. [Exact step 2] 3. [Exact step 3] **Expected Result**: [What should happen] **Actual Result**: [What actually happens] ## Technical Context - **Likely affected files**: [List of files based on codebase search] - **Related systems**: [What other systems might be involved] - **Possible root cause**: [If identifiable from the description] ## Evidence - **Logs**: [Relevant log output if available] - **Visual**: [Description of visual evidence] ## Related Issues - [Links to related bugs or design documents] ## Notes [Any additional context or observations]
The **Severity** and **Priority** labels use `/bug-triage`'s S and P numbers and names, which it parses out of this file. `P4-Won't fix` is its `P4 — Won't fix / Deferred` (an accepted risk), not a wishlist. If you change either ladder, change `.claude/skills/bug-triage/SKILL.md` too.
---
1. **Read the target file(s)** specified in the argument.
2. **Identify potential bugs**: null references, off-by-one errors, race conditions, unhandled edge cases, resource leaks, incorrect state transitions.
3. **For each potential bug**, generate a bug report using the template above, with the likely trigger scenario and recommended fix filled in.
---
**Find the bug file by its number**, here and in close mode: Glob `production/qa/bugs/BUG-*.md` and take the file whose number matches `[BUG-ID]`, whatever its zero-padding — an older three-digit file with a slug is found by its number too. If none matches, stop: "No bug [BUG-ID] in `production/qa/bugs/`." Verdict: **BLOCKED** — no such bug.
Read that file. Extract the reproduction steps and expected result.
1. **Re-run reproduction steps** — use Grep/Glob to check whether the root cause code path still exists as described. If the fix removed or changed it, note the change. 2. **Run the related test** — if the bug's system has a test file in the engine's test root (`tests/` Godot and Web, `Assets/Tests/` Unity, `Source/<Module>/Private/Tests/` Unreal — `.claude/docs/directory-structure.md`), run it via Bash with `commands.test` from `project.yaml`, narrowed to the affected suite where the runner allows — never a runner line written from memory, which drops the flags the engine needs (gdUnit4 hangs without `--remote-debug tcp://127.0.0.1:0`) — and report pass/fail. `commands.test` unset → no test ran: name the unset key and go on to step 3. 3. **Check for regression** — grep the codebase for any new occurrence of the pattern that caused the bug. 4. **Manual verification** — when no related test ran (none covers the bug — the usual case where `qa.level` waives tests — `commands.test` is unset, or the run did not complete), or the bug's Category is Visual or UI, whose look no automated test checks, ask via `AskUserQuestion`: "Did you play the reproduction steps in [bug file] on a build with the fix? Which build?" — `[No longer
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT…
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration