3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the
$ npx -y skills add rondorkerin/gamestack --skill ai-authored-content-coherence --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ai-authored-content-coherenceContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the
name: ai-authored-content-coherence description: Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the oatmeal/sameness problem, and the self-review pass that flags drift and duplication. The crux skill for headless / AI-authored games. Triggers on "AI-authored content", "keep it coherent", "single voice", "lore bible", "the LLM contradicts itself", "10,000 bowls of oatmeal", "generated content feels samey", "self-review pass", "narrative consistency at scale".
How to keep content an AI or procedural engine generates **coherent at scale** — one voice, no retcons, figures and events that cohere into arcs rather than dissolving into interchangeable mush. This is the crux discipline for a headless / AI-authored game, and it is **the least solved** — treat its rules as engineering hypotheses to de-risk early, not settled law.
This skill owns **coherence of generated content** (mostly non-visual). Adjacent siblings:
> **Mathematical uniqueness is not perceived variety.** A generator can emit endless mathematically-distinct artifacts that players still read as one undifferentiated mass (the "10,000 bowls of oatmeal"). Coherence-at-scale is won by a shared voice + a never-violate fact bible + recurring thematic domains + an explicit self-review pass — *and even then, coherence at full open-world scale is unsolved. De-risk with the oatmeal/fanfic tests from day one.*
⚠️ **Verification note:** Built from a deep-research pass whose verification phase was cut short by a session limit; the synthesis step also partly failed. Almost every rule here is **sourced but unverified** — strong, well-cited defaults that should be re-verified, not treated as confirmed. See the banner in `GUIDE.md`.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when…