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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production →
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/vertical-sliceContext preview
The summary Claude sees to decide when to auto-load this skill.
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production →
name: vertical-slice description: "Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition." argument-hint: "[--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion model: sonnet agent: prototyper isolation: worktree
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.
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Resolve the review mode: 1. If `--review [full|lean|solo]` was passed → use that 2. Else read `production/review-mode.txt` → use that value 3. Else → default to `lean`
See `.claude/docs/director-gates.md` for the full check pattern.
Read the following files to understand the full design intent:
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Before building, define the **falsifiable validation question**:
> *"Does a player, starting from nothing, experience [core fantasy from game-concept.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.
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Define in bullet points:
Ask the user to confirm scope before building.
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.
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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:
// VERTICAL SLICE - NOT FOR PRODUCTION // Validation Question: [What this build is proving] // Date: [Current date]
**Quality standards** — higher than concept prototype, not full production:
**Multi-turn loop:** After writing the initial files, ask the user to run the build and report what they observe. Iterate until the complete game loop cycle is demonstrable. Each round: 1. User runs → reports errors or observations 2. Agent fixes errors or adjusts systems 3. Repeat until the full [start → challenge → resolution] cycle is playable
**Sunk cost checkpoint (day 3 of planned timeline):** If the full game loop cycle is not yet demonstrable, stop and reassess. Either the scope is too large or an arch
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major…
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