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…
Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the
$ npx -y skills add rondorkerin/gamestack --skill procgen-review --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/procgen-reviewContext preview
The summary Claude sees to decide when to auto-load this skill.
Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the
name: procgen-review description: Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the fanfic/retell test (is it worth retelling), a cross-instance sameness scan (structural/thematic duplication), an intentionality gate (who/what/why + completion arc), and an anti-pattern gate. Outputs a structured pass/fail verdict with specific fixes routed back to the generator. Triggers on "review generated content", "check for sameness", "procgen review", "oatmeal test", "is my generated content any good", "gate this content".
!`cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"`
> FALLBACK: if the line above rendered literally or empty (`disableSkillShellExecution`), > Read `${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md` and `${CLAUDE_PLUGIN_ROOT}/ETHOS.md` now > and **follow PREAMBLE.md as instructions**, then continue.
The quality gate for generated content. Generation is cheap and confident; **sameness is invisible from inside a single sample.** This skill is the review pass that catches it — designed to run automatically in a headless generate-review-repair loop (see `${CLAUDE_PLUGIN_ROOT}/shared/GATE.md` for the loop harness).
A structured verdict per `REVIEW.md`'s format: each artifact gets PASS / SOFT-FAIL / HARD-FAIL across five gates, with specific, actionable fixes routed to the phase that owns them (per `game-design-process` Phase 5).
**Headless contract (for the GATE.md loop):** emit the machine-readable verdict as the **final fenced ```json block** of your output, shape `{ "pass": bool, "score": number, "failures": [{ "gate", "detail" }] }`. `pass` is false if any artifact HARD-FAILs. The harness extracts the last fenced json block — nothing else needs to be parseable.
Read **`REVIEW.md`** for the full step-by-step. The five gates, in order:
1. **Oatmeal test** — perceptual, not mathematical, uniqueness. 2. **Fanfic/retell test** — would a player retell it? 3. **Cross-instance sameness scan** — structural & thematic duplication vs. prior instances. 4. **Intentionality gate** — who built it, what happened here, why this reward, completion arc. 5. **Anti-pattern gate** — the named failure modes.
> **Nothing generated ships unreviewed.** A HARD-FAIL on any gate blocks the commit and returns the artifact to the generator with the specific fix. This is the non-negotiable backstop of headless procedural authoring.
Grounded in `procedural-generation` (the principles being tested) and `open-world-design` (the spatial anti-patterns). For the sibling check on *fidelity to a target* (concept art, a balance curve, lore canon) rather than *variety*, see `iteration-loop` — run both; they gate independent axes. Start at `REVIEW.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…
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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…