ab-test-setup
FreePlan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
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Art Bible authoring: mood, shape language, color system, character/environment direction, asset standards.
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Run score Not tested
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Define la identidad visual del juego. Toda producción de assets se gatean contra este documento.
/asset-spec)| # | Sección | Qué define | Criterio de calidad |
|---|---|---|---|
| 1 | Visual Identity Statement | Regla visual de 1 línea + 2-3 principios de soporte | Resuelve cualquier ambigüedad visual. Cada principio ancla en un pilar |
| 2 | Mood & Atmosphere | Emotional target por game state (exploración, combate, menú...) | Lighting, temperatura de color, contraste, energía. Cada estado visualmente distinto |
| 3 | Shape Language | Vocabulario geométrico (siluetas, environment geometry, UI shapes) | Readable a thumbnail size. Hero shapes vs supporting shapes |
| 4 | Color System | Paleta primaria (5-7 colores con roles), colores semánticos, UI palette | Cada color tiene significado explícito. Colorblind safety con backup cues |
| # | Sección | Qué define |
|---|---|---|
| 5 | Character Design | Archetypes, distinguishing features por tipo, expression style, LOD philosophy |
| 6 | Environment Design | Estilo arquitectónico, texture philosophy, prop density, environmental storytelling |
| 7 | UI/HUD Direction | Diegetic vs screen-space, typography, iconography style, animation feel |
| 8 | Asset Standards | Formatos, naming, texture res tiers, polycount budgets, export settings |
| # | Sección | Qué define |
|---|---|---|
| 9 | References & Prohibitions | 3-5 referencias con qué tomar y qué evitar de cada una. Style prohibitions explícitas |
Para cada sección:
No batchear — escribir cada sección aprobada antes de pasar a la siguiente.
Si hay tensión entre dirección artística y constraints técnicos (ej: art quiere texturas 4K pero performance budget requiere 2K), surfacear el conflicto explícitamente con ambas posiciones. No resolver silenciosamente.
Si UI direction conflicta con readability/accessibility, surfacear y dejar que el usuario decida.
→ Read references/anti-patterns.md for common mistakes to avoid
→ Read references/checklist.md for full Core/Production/Reference checklist
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Plan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
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Web/mobile accessibility decision guide: WCAG 2.2 AA, ARIA, keyboard nav, focus management, contrast, testing. Use for: a11y, accessibility, wcag, aria, screen reader, keyboard, contrast.
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Generate, iterate, and scale ad creative for paid advertising across Google, Meta, LinkedIn, and X. Covers platform specs, creative frameworks, and quality validation.
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Musica interactiva para juegos: layering vertical, re-secuenciacion horizontal, stingers, reglas de transicion con sync points, y mapeo de estados de gameplay a musica. Usar para: musica adaptativa, sistema de musica dinamica, transiciones musicales, combat music.
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Design multi-agent systems, create agent architectures, define communication patterns, and build autonomous agent workflows with structured evaluation frameworks.
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Inter-agent communication protocol for C-suite agent teams. Defines invocation syntax, loop prevention, isolation rules, response formats, and quality loops.
The English summary is being prepared. Showing the original description.