When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
日本語の概要は準備中です。原文の説明を表示しています。
Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.
日本語の概要は準備中です。原文の説明を表示しています。
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
日本語の概要は準備中です。原文の説明を表示しています。
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done.
日本語の概要は準備中です。原文の説明を表示しています。
Game design principles. GDD structure, balancing, player psychology, progression.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
日本語の概要は準備中です。原文の説明を表示しています。
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
日本語の概要は準備中です。原文の説明を表示しています。
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
日本語の概要は準備中です。原文の説明を表示しています。
Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode tests", "test this feature", "write integration tests", "make sure this doesn't break", "add test coverage", "TDD this feature", or any task involving test creation, test-driven development, or quality assurance. Maps Given/When/Then scenarios directly to test methods using NUnit assertions.
日本語の概要は準備中です。原文の説明を表示しています。
Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.
日本語の概要は準備中です。原文の説明を表示しています。
Pre-commit code quality review for Unity C# code. Checks against Rules, CODING_STANDARDS.md, NAMING_CONVENTIONS.md, and GDD Gherkin test coverage. Use when code has been written and tests are passing but before committing. Runs automatically at Step 8.5 of /uw-cmd-implement-feature. Triggers on "review this code", "check my implementation", "pre-commit review", "code review", "check before commit", "is this ready to commit", "review my changes", or any request to validate code quality before committing.
日本語の概要は準備中です。原文の説明を表示しています。
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
日本語の概要は準備中です。原文の説明を表示しています。
Translate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run /create-stories [epic-slug] after each epic is created.
日本語の概要は準備中です。原文の説明を表示しています。
Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.
日本語の概要は準備中です。原文の説明を表示しています。
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
日本語の概要は準備中です。原文の説明を表示しています。
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
日本語の概要は準備中です。原文の説明を表示しています。
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
日本語の概要は準備中です。原文の説明を表示しています。
Game design principles. GDD structure, balancing, player psychology, progression.
日本語の概要は準備中です。原文の説明を表示しています。
Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, or deeply root-cause a complex bug without fixing it yet. The ultra mode adds adaptive artifacts (a C4 view, ADRs, a dependency graph) to the research folder — run it on "ultra research", "ultra explore" or "ultraresearch"; otherwise run the default. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "run an ultra research on the save system", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.
日本語の概要は準備中です。原文の説明を表示しています。
Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.
日本語の概要は準備中です。原文の説明を表示しています。