game-art-direction
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a…
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest
$ npx -y skills add zenstory-ai/novel-to-game --skill game-build --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-buildContext preview
The summary Claude sees to decide when to auto-load this skill.
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest
name: game-build description: "Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先按最大风险做白盒,或在正式生产时把批准后的 GAME_DESIGN 与 ART_DIRECTION 压缩成最小 BUILD_BRIEF,在目标运行环境中实现可运行候选并用可回放证据迭代。用于验证高风险设计问题、构建游戏原型或实现批准方案。"
保护已批准的体验边界;正式生产时再保护已批准的美术边界。驱动实现模型完成真实可玩的候选,不在 构建阶段重新做概念、关卡或美术方向。
读取 [build-brief-contract.md](references/build-brief-contract.md)。白盒阶段必须已有 `GAME_DESIGN.md`; 完整候选还必须已有 `ART_DIRECTION.md`。缺产品决定时回对应 owner,不在 BUILD_BRIEF 就地发明。
产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。
按 PRODUCT_BRIEF 锁定的平台、生产引擎、目标运行时、显示/输入、范围、分级和联网边界交付。 目标工具链不可用时不得自动改做网页;只有 brief 已批准替代运行时才可使用,并分开记录 `targetRuntime`、`testedRuntime` 与未覆盖项。
正式生产继承 `ART_DIRECTION.md` 的可观察视觉约束与批准目标图,在实际运行中验证焦点资产。
BUILD_BRIEF 只压缩产品边界、必须保真的体验事实、运行方式与完成证据,实现细节交给实现模型。
先声明 `buildStage: whitebox|production` 与 `buildPath: template|custom`。已有交互语法只有在能保留原作 独有动作、代价和世界回应时才采用;实时手感、空间、视线、物理或模板覆盖不了的核心动词走 custom。 白盒也必须选择能验证最大风险的形态,不能把所有项目降成文游。
当前会话能编码时直接实现;外部模型不可用时只交付构建说明,不声称游戏已生成。不要发送与原型 无关的完整受版权保护原文。
不因项目是 3D 就默认采用 Blender 或安装 MCP。
[playable-model-contract.md](references/playable-model-contract.md) 的相关部分。
1. 先实现一个最小但完整的核心循环:启动、真实输入、状态变化、结果和重开。范围不足时修范围, 不先堆审计材料。 2. 实现 GAME_DESIGN 的状态、动作与结果;使用生成模型时,模型只解释输入和结果,规则器拥有提交权。 存在 `signature_command` 时再执行可选合同的专属边界。 3. 保留能复现问题的初态与输入路径,涉及随机性时固定 seed;修订后重放失败路径与相邻反例。 4. 回写实际工具链、install/build/start 命令和版本;未知值写 `NOT_AVAILABLE: 原因`,不猜。 实际候选与 GAME_DESIGN、ART_DIRECTION 的事实描述不符时,交回对应 owner 修订或在 BUILD_BRIEF 标明冲突, 不留下描述已不存在的玩法、表现或声音的文档。
`whitebox` 到此按 build-brief-contract「完成证据」运行最窄检查并交回 design owner;设计修订后 重放受影响路径,直到最大风险已被实际暴露或当前方向被否决。
`production` 继续:
5. 提供一条权威验证命令和最小可观察状态,使 `game-qa` 能一次走完 `clean start → 核心动作 → 设计结果 → restart`。 6. 运行最窄的开发检查与启动 smoke,修复构建失败、阻断日志、资源失败和崩溃;替代运行时未覆盖的 目标平台输入、性能、打包或设备项写入 limitation。 7. 达到 brief 的 `targetFinish`;更高完成度只处理已批准的焦点资产和招牌时刻,不制造与可玩闭环 无关的发布审计。 8. 交给 `game-qa`;诊断、复跑与事实源规则见契约「完成证据」。
生成 `build/BUILD_BRIEF.md` 与实际候选;production 还生成权威验证入口。截图、录制与 raw trace 只保留 调试所需的最小集合。
Agent skills for source-grounded novel-to-game adaptation (小说改编游戏 / story to game): cited design docs, target-runtime builds, evidence-based QA. Three playable browser examples. For Claude Code, Codex, and Kimi Code.
Repo: zenstory-ai/novel-to-game
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