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project-stage-detect

Assess a game project's development stage by examining design documents, code, tests, and planning files. Identify gaps appropriate to its workflow, compare findings with the configured stage, and recommend next steps for different team roles.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Analyze project state, detect stage, identify gaps, recommend next steps. 'Where are we in development?'

설치 방법 보기

이럴 때 유용합니다

  • Understanding the state of an inherited game project
  • Getting oriented when joining a development team
  • Checking gaps before a milestone
  • Choosing next steps for a programmer, designer, or producer

포함된 파일(1)

  • SKILL.md12.7 KB

SKILL.md(원문)

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Project Stage Detection

This skill scans your project to determine its current development stage, completeness of artifacts, and gaps that need attention. It's especially useful when:

  • Starting with an existing project
  • Onboarding to a codebase
  • Checking what's missing before a milestone
  • Understanding "where are we?"

Workflow

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,automation

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.

Resolve the tier — do not assume it. Saying "surface gaps per the resolved workflow tier" without resolving it — no bootstrap, no helper call — leaves the tier as whatever the model assumed. The tier decides what counts as a gap at all: at full every missing doc is one; at minimal none of them are, because a brief plus an engine is the normal state and code is the expected next step. Guessing high tells a jam project it is missing GDDs, an art bible and ADRs — the exact "process feels mismatched to my project" experience modes.rigor exists to prevent. A missing bootstrap is invisible to a static read — the config block simply does not render — so verify it by running.

workflow (per .claude/docs/workflow-modes.md). The tier governs which absent documents count as gaps (step 3) — below full, optional docs are not flagged.

1. Scan Key Directories

Start with the deterministic pass — it answers "what exists" for every catalogued artifact in one call:

Bash: bash .claude/scripts/artifact-check.sh

Run it exactly as written — from the project root, relative path, no arguments, no cd, no 2>&1. This skill's permission grant matches that form; any other asks the user to approve it.

With no --phase it reports every phase, so a single call covers the whole project: per step, PRESENT / ABSENT / SHORT (with count= and min=) / PATTERN_MISS / NO_CHECK. Use it instead of hand-globbing each artifact below, and treat its NO_CHECK total as the honest bound on what existence checks can tell you.

It reports observations only — this skill still decides what stage those observations imply, and the tier still governs which absences are gaps at all (see the workflow-tier note below).

Then analyze what the script cannot: content quality, counts it does not track, and the judgement calls.

Design Documentation (design/):

  • Count GDD files in design/gdd/*.md
  • Check for game-concept.md (or design/game-brief.md at minimal), game-pillars.md, systems-index.md
  • If systems-index.md exists, count total systems vs. designed systems
  • Analyze completeness (Overview, Detailed Design, Edge Cases, etc.)
  • Count narrative docs in design/narrative/
  • Count level designs in design/levels/

Source Code (the code root — src/ Godot, Assets/ Unity, Source/ Unreal; resolve per .claude/docs/code-root-resolution.md):

  • Count source files (language-agnostic)
  • Identify major systems (directories with 5+ files)
  • Check for core/, gameplay/, ai/, networking/, ui/ directories
  • Estimate lines of code (rough scale)
  • An unresolved root means none of these ran: report NOT ASSESSED — code root unresolved, never zero source files — zero files reads as a greenfield project, and the source-file rows of the stage table cannot be decided without the count

Production Artifacts (production/):

  • Check for active sprint plans. At workflow: minimal there are no sprints: read the story files' progress through the brief's build order instead, and never report a missing sprint plan, milestone or roadmap as a gap
  • Look for milestone definitions
  • Find roadmap documents

Prototypes (prototypes/):

  • Count prototype directories
  • Check for READMEs (documented vs undocumented)
  • Assess if prototypes are archived or active

Architecture Docs (docs/architecture/):

  • Count ADRs (Architecture Decision Records)
  • Check for overview/index documents

Tests (tests/):

  • Count test files
  • Estimate test coverage (rough heuristic)

2. Classify Project Stage

Based on scanned artifacts, determine stage. Check project.stage in project.yaml first (if present); else production/stage.txt (legacy fallback) — either is an explicit override from /gate-check. Otherwise, auto-detect using these heuristics (check from most-advanced backward):

Always run the heuristics, even when a stage is configured — then COMPARE. The configured value is authoritative for what the stage is; it is not evidence that the artifacts support it. Report both, and when they disagree say so explicitly:

"Configured stage: Release. Observed artifacts indicate Pre-Production (2 source files, 0 ADRs, no architecture doc, no epics). These disagree — the configured stage may be stale, or work exists outside this repo."

Reading config and reporting it back is not detection. This skill's own description promises "analyze project state, detect stage", and a stage detector that cannot contradict its input is the one thing it must never be — it would report Release for a project whose artifacts match its own Pre-Production row, four stages below, and say nothing.

A disagreement makes Stage Confidence CONCERNS (step 4) — ambiguous signals by definition — however complete the artifacts are. One exception: at workflow: minimal nothing runs /gate-check, so the configured stage stays where /start set it. There, report the observed stage and say the configured one is not advanced at this tier; that lag is expected, not a disagreement.

StageIndicators
ConceptNo game concept doc, brainstorming phase
Systems DesignGame concept exists, systems index missing or incomplete
Technical SetupSystems index exists, engine not configured
Pre-ProductionEngine configured, code root has <10 source files
Productioncode root has 10+ source files, active development
PolishExplicit only (set by /gate-check Production → Polish gate)
ReleaseExplicit only (set by /gate-check Polish → Release gate)

3. Collaborative Gap Identification

Surface gaps per the resolved workflow tier:

  • full — flag every missing doc type (GDDs, art bible, UX specs, ADRs) as a gap.
  • standard — flag only required docs: missing GDDs for built systems and missing critical (Foundation-layer) ADRs. Do NOT flag an absent art bible unless visual-asset stories exist, and do NOT flag non-core UX specs.
  • minimal — a design/game-brief.md + engine present is the normal state. Do NOT flag absent GDDs, art bible, UX specs, ADRs, epics or sprint plans as gaps: the brief's build order is the plan, and the expected next step is code.

DO NOT just list missing files. Instead, ask clarifying questions (only for gaps the tier above says to surface):

  • "I see combat code (<code root>/gameplay/combat/) but no design/gdd/combat-system.md. Was this prototyped first, or should we reverse-document?"
  • "You have 15 ADRs but no architecture overview. Should I create one to help new contributors?"
  • (standard/full only) "I see [N] systems under <code root>/ but no ADRs in docs/architecture/. Were those decisions recorded somewhere else, or should we write the critical ones with /architecture-decision?"
  • (standard/full only) "No sprint plans in production/. Are you tracking work elsewhere (Jira, Trello, etc.)?"
  • "I found a game concept but no systems index. Have you decomposed the concept into individual systems yet, or should we run /map-systems?"
  • "Prototypes directory has 3 projects with no READMEs. Were these experiments, or do they need documentation?"

4. Generate Stage Report

Use template: .claude/docs/templates/project-stage-report.md

Report structure:

# Project Stage Analysis

**Date**: [date]
**Stage**: [Concept/Systems Design/Technical Setup/Pre-Production/Production/Polish/Release]
**Stage Confidence**: [PASS — clearly detected / CONCERNS — ambiguous signals / NOT ASSESSED — a check the stage depends on did not run / FAIL — critical gaps block progress]

## Completeness Overview
- Design: [X%] ([N] docs, [gaps])
- Code: [X%] ([N] files, [systems])
- Architecture: [X%] ([N] ADRs, [gaps])
- Production: [X%] ([status] — at `minimal`: stories complete in the brief's build order, never "no sprint plan")
- Tests: [X%] ([coverage estimate])

## Gaps Identified
1. [Gap description + clarifying question]
2. [Gap description + clarifying question]

## Recommended Next Steps
[Priority-ordered list based on stage and role]

Stage Confidence — first match wins: FAIL if critical gaps block progress; else CONCERNS if the signals that were gathered are ambiguous — they fit more than one stage, or the configured and observed stages disagree (step 2); else NOT ASSESSED if a check the stage depends on did not run — name it (an unresolved code root, two candidate roots included, leaves the source-file count, and so the table's Production row, undecided); else PASS. NOT ASSESSED outranks PASS — a stage nobody could check is not a clearly detected one — and ranks below CONCERNS and FAIL, so a known problem is never buried behind it.

5. Role-Filtered Recommendations (Optional)

If user provided a role argument (e.g., /project-stage-detect programmer):

Programmer:

  • Focus on architecture docs, test coverage, missing ADRs
  • Code-to-docs gaps

Designer:

  • Focus on GDD completeness, missing design sections
  • Prototype documentation

Producer:

  • Focus on sprint plans, milestone tracking, roadmap
  • Cross-team coordination docs

General (no role):

  • Holistic view of all gaps
  • Highest-priority items across domains

6. Request Approval Before Writing

Collaborative protocol:

I've analyzed your project. Here's what I found:

[Show summary]

Gaps identified:
1. [Gap 1 + question]
2. [Gap 2 + question]

Recommended next steps:
- [Priority 1]
- [Priority 2]
- [Priority 3]

May I write the full stage analysis to production/project-stage-report.md?

Wait for user approval before creating the file.


Example Usage

# General project analysis
/project-stage-detect

# Programmer-focused analysis
/project-stage-detect programmer

# Designer-focused analysis
/project-stage-detect designer

Follow-Up Actions

After generating the report, suggest relevant next steps — only for gaps the resolved workflow tier surfaces (step 3). At standard/minimal, do not suggest authoring optional docs (e.g. don't suggest /reverse-document for an absent GDD at minimal, where code is the expected next step):

  • Concept exists but no systems index? → /map-systems to decompose into systems
  • Missing design docs? → /reverse-document design <code root>/[system]
  • Missing architecture docs? → /architecture-decision or /reverse-document architecture
  • Prototypes need documentation? → /reverse-document concept prototypes/[name]
  • No sprint plan? → /sprint-plan (not at rigor: minimal, where the brief's build order is the plan)
  • Approaching milestone? → /milestone-review

Collaborative Protocol

This skill follows the collaborative design principle:

  1. Question First: Ask about gaps, don't assume
  2. Present Options: "Should I create X, or is it tracked elsewhere?"
  3. User Decides: Wait for direction
  4. Show Draft: Display report summary
  5. Get Approval: "May I write to production/project-stage-report.md?"

Never silently write files. Always show findings and ask before creating artifacts.

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같은 저장소의 스킬

adopt

무료

Audit an existing project's design documents and supporting files to check whether their formats work with the template's skills. Get a numbered migration plan that prioritizes gaps and required changes, rather than simply listing what exists.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking existing documents before adopting a project template
  • Auditing game design documents or architecture decision records
  • Prioritizing gaps in project tracking and configuration files
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Document a technical decision in an architecture decision record, or ADR. Capture its context, alternatives, and consequences, assign a record number, and distinguish a proposed decision from an accepted one so dependent work reflects its actual status.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Recording the reasons behind a technical choice
  • Documenting alternatives and consequences of a design decision
  • Creating numbered records alongside existing architecture decisions
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Review whether game design requirements are covered by documented architecture decisions. Identify missing coverage, conflicting decisions, and engine compatibility concerns, with an optional matrix linking requirements to development stories and tests.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Find game requirements without architecture decisions
  • Check for conflicts between architecture decisions
  • Review compatibility with the pinned engine version
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art-bible

무료

Create a game's art direction document, defining its visual rules, mood, shapes, colors, and production standards. Review and approve sections individually, with guidance that connects character, environment, and interface design to the game's concept and technical constraints.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Defining a game's core visual identity before asset production
  • Documenting character, environment, and interface design rules
  • Aligning asset standards with engine and performance limits
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Audit game asset files for naming rules, size limits, formats, and broken references. Receive a report of measured violations and suggested fixes, with clear explanations of checks that lack data or cannot be assessed for the engine.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking image and audio naming conventions
  • Finding files that exceed asset size limits
  • Investigating missing references and potentially unused assets
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Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • List the visual assets needed for a game
  • Define consistent character and environment asset specifications
  • Prepare image generation prompts from an art direction guide
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