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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Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
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roguelike, space survival, open). Resolve review mode: --review flag → production/review-mode.txt → default lean.design/gdd/game-concept.md (resume), design/gdd/game-pillars.md (build on).AskUserQuestion at key decision points.Studio principles: withhold judgment, encourage unusual ideas, "yes and...", constraints as creative fuel, time-box phases.
Emotional anchors (plain text, not constrained): moment in a game that moved/thrilled you, fantasy never quite found.
Taste profile: 3 most-played games (plain text — no preset options), genres loved/avoided.
Practical constraints (single multi-tab AskUserQuestion):
Synthesize into Creative Brief (3-5 sentences: emotional goals, taste, constraints). Read back and confirm.
Generate 3 concepts using ideation techniques:
| Technique | Approach |
|---|---|
| Verb-First | Core player verb (build/fight/explore/solve) → build outward |
| Mashup | Genre A + Theme B tension creates unique hook |
| MDA Backward | Target emotion → dynamics → mechanics |
Per concept present: Working Title, Elevator Pitch (1-2 sentences), Core Verb, Core Fantasy, Unique Hook ("Like X, AND ALSO Y"), Primary MDA Aesthetic, Estimated Scope, Why It Could Work, Biggest Risk.
Present all three → AskUserQuestion plain list (NO tabs): pick one, combine, or fresh directions.
For chosen concept, structured questioning:
| Loop | Focus |
|---|---|
| 30-second | Core action feel (AskUserQuestion with concept-derived options), key design dimension |
| 5-minute | What structures cycles, "one more turn" psychology, choices |
| Session (30-120 min) | Complete session shape, stopping points, between-session hook |
| Progression (days/weeks) | Growth type (power/knowledge/options/story), long-term goal, "done" condition |
Player motivation (SDT): autonomy (meaningful choice), competence (skill growth), relatedness (connection).
Define 3-5 pillars: name + one-sentence definition + design test ("If debating X vs Y, this pillar says choose __"). Pillars should create tension with each other.
3+ anti-pillars: "We will NOT do [thing] because it would compromise [pillar]."
Pillar confirmation via AskUserQuestion → iterate until user selects "Lock these in."
→ Read references/review-mode-gates.md for review mode gate details (Phase 4 + Phase 6)
Using Bartle taxonomy + Quantic Foundry: primary player type, secondary appeal, who this is NOT for, market validation (successful games serving similar type).
/scaffold-unity for Unity or /ue-project-context for Unreal). Don't second-guess if they pick one.Generate game concept using template at .claude/skills/_templates/game-concept.md. Include Visual Identity Anchor section. Scope consistency rule: Estimated Scope must match full-vision timeline.
AskUserQuestion for write approval → if "revise" → iterate until approved → write to design/gdd/game-concept.md.
The pipeline's skills that ship with other profiles may not be installed: check .claude/skills/<name>/ first, and if it is missing offer /arcane-add <name> instead of running it.
→ Read references/next-steps-pipeline.md for the full 11-step pipeline after concept creation
If context ≥70%: note that design/gdd/game-concept.md is saved, suggest fresh session.
Verdict: COMPLETE — game concept created and handed off.
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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.
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