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prototype

Build a quick, disposable game prototype in HTML, a game engine, or on paper to test one core mechanic. Use playtest findings to decide whether to continue, change direction, stop, or leave the idea unassessed.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. After /brainstorm and /setup-engine.

설치 방법 보기

이럴 때 유용합니다

  • Test whether a core game mechanic is fun
  • Compare several variations of a game concept
  • Explore a mechanic change during production
  • Assess an idea before writing detailed design documents

포함된 파일(11)

  • SKILL.md5.3 KB
  • references/1-question.md3.5 KB
  • references/2-load-context.md961 B
  • references/3-choose-path.md8.2 KB
  • references/4-plan.md1.3 KB
  • references/5-implement.md4.2 KB
  • references/6-debrief.md2.6 KB
  • references/7-report.md1.0 KB
  • references/8-cd-review.md2.4 KB
  • references/9-summary.md3.7 KB
  • references/spike-mode.md3.6 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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

Resolved above — use as-is; --review overrides review_mode for this run. No block → defaults in .claude/docs/config-resolution.md.

Prototype

Purpose

This is the concept prototype — a fast, throwaway build that answers one question: "Is this core idea actually fun to interact with?"

Default use — run right after /brainstorm and /setup-engine, before writing GDDs or architecture docs. Its verdict determines whether the concept is worth the investment of full design documentation.

Mid-production? You can also run this at any stage to test a specific mechanic, design change, or technical question. Pass --spike to activate spike mode: a lightweight ~4-hour build with no GDD prerequisites and no phase gate implications.

Already have GDDs and architecture complete? To validate the full game loop before committing to Production, run /vertical-slice instead.


Phase 1: Define the Question

Read references/1-question.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 2: Load Concept Context

Read references/2-load-context.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 3: Choose the Prototype Path

Read references/3-choose-path.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 4: Plan the Prototype

Read references/4-plan.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 5: Implement

Read references/5-implement.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 6: Playtest Debrief

Read references/6-debrief.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 7: Generate Prototype Report

Read references/7-report.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 8: Creative Director Review

Read references/8-cd-review.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Phase 9: Summary and Next Steps

Read references/9-summary.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Spike Mode

Triggered by: --spike flag OR "Mid-production spike" entry choice in Phase 1.

Read references/spike-mode.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

Important Constraints

  • Prototype code must NEVER import from production source files
  • Production code must NEVER import from prototype directories
  • If the recommendation is PROCEED, production implementation is written from scratch — prototype code is never refactored into production
  • Total effort is hard-capped at 1 day (concept prototypes test one mechanic)
  • Test ONE mechanic — if scope grows, stop and simplify the question
  • No polish. No menus, no game over, no music, no UI unless it IS the mechanic
  • If stuck after 2 hours of engine iteration, reframe the question or switch paths
  • 3 PIVOT iterations → force a KILL decision. If this is the third time the same concept has produced a PIVOT verdict, the concept likely doesn't work. Ask: "Is this the right idea, or am I in the sunk cost trap?" A new concept prototyped fresh will almost always beat a fourth iteration of a struggling one.
  • Building 2-3 different concept variants and picking the best one is a healthier strategy than iterating one concept to death. Natural selection between prototypes beats willpower.
  • Networked/multiplayer games: A local prototype cannot validate the feel of a networked mechanic. Latency fundamentally changes how combat, movement, and prediction feel — a prototype running at 0ms local will feel entirely different at 80ms network delay. Use a local prototype to validate that the mechanic is interesting. Do not use it as evidence that it feels good under real network conditions. Network feel requires real peers or simulated latency (e.g., throttle tools, network condition simulators).

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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 19일 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 19일 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
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

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
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

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
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

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