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…
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
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill procgen-review --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill procgen-review -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill procgen-review -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill procgen-review -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill procgen-review -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill procgen-review -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill procgen-review -a windsurf -y
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
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.