Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
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概要と使いどころ
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
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。
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
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Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
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Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
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Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
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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.
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Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do
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Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
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UniTask async/await patterns for Unity including cancellation, lifecycle binding, and coroutine interop.
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Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
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Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
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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.
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Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.
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Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
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Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
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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.
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Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.
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Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
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Unity animation patterns including Animancer, state machines, and performance optimization.
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FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
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Unity ScriptableObject patterns for data management, configuration, and runtime systems.
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Unity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
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Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
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。