adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a windsurf -y
name: vertical-slice description: "Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs." argument-hint: "[--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow`
Resolved above — use as-is; `--review` overrides `review_mode` for this run. No block → defaults in `.claude/docs/config-resolution.md`.
The **vertical slice** answers a different question from the concept prototype: *"Can we build this full game loop at production quality, on schedule?"*
**Default use** — run late in Pre-Production, after GDDs, architecture, and UX specs are complete. It is a near-production-quality build demonstrating one complete [start → challenge → resolution] cycle.
**Post-pivot?** If a PIVOT verdict from an earlier vertical slice sent you back to revise GDDs and architecture, run this again after revisions to re-validate. It can be run as many times as needed until a PROCEED or KILL verdict is reached.
It validates:
1. The pipeline (can the team actually produce this quality of content?) 2. Execution feasibility (are the architecture decisions correct for this game?) 3. Fun survival (does the fun from the concept prototype survive full design?) 4. **Velocity** (how long did this take? That's your real production rate estimate.)
**Earlier in the project?** If you haven't written GDDs yet and want to validate whether the core idea is worth designing, run `/prototype` (concept prototype) instead.
---
See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session.
Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).
Read the following files to understand the full design intent. Read each GDD, ADR and the control manifest by section: find the headings you need with the Grep tool (pattern `^#`, content mode) and Read those ranges with offset and limit.
`design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal` — pitch, core loop and "what they feel" line; it has no pillars)
---
Before building, define the **falsifiable validation question**:
> *"Does a player, starting from nothing, experience [core fantasy from game-concept.md or game-brief.md] > within [N] minutes, without developer guidance — and can we build one such loop > in [X] days at representative quality?"*
Both parts matter: player experience AND build feasibility.
**Scope discipline:**
[start → challenge → resolution] cycle, it must be in the slice.
industry-standard vertical slice length — long enough to demonstrate mechanics and tone, short enough to build at representative quality. If your slice would take longer than 5 minutes to play through, cut content, not quality.
the intended game cannot validate production feasibility.
not too big to build, but the slice is trying to prove too much at once.
**Scope creep warning:** The vertical slice is the highest-risk moment for scope creep in the pre-production phase. Features feel "almost there" and it's tempting to add "just one more system." Resist this. Cut, do not extend.
Present scope to the user before building and get confirmation.
---
Define in bullet points:
Ask the user to confirm scope before building. Name the checkpoint file in that confirmation: "May I record this plan in `production/session-state/active.md`?"
Once confirmed, write a session checkpoint to `production/session-state/active.md` (create `production/session-state/` if it does not exist). Include: concept name, validation question, systems in scope, art quality level, and current phase ("Phase 4 — Implement"). Update this file at the end of each build day with what was completed. This is the primary recovery mechanism if the session ends mid-slice — multi-week Engine builds will span many sessions.
---
Ask: "May I create the vertical slice directory at `prototypes/[concept-name]-vertical-slice/` and begin implementation?"
If yes, create the directory. Every file must begin with:
[comment] VERTICAL SLICE - NOT FOR PRODUCTION [comment] Validation Question: [What this build is proving] [comment] Date: [Current date]
Write `[comment]` in each file's own comment sy
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