Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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。
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
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。
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.
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。
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.
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。
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
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。
After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
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。
Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
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。
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
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。
First-time repo setup for new projects. Transforms the cloned OCGS template into a clean, ready-to-use game project with your own identity.
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。
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.
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 a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
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。
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
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。
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.
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。
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.
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。
Perform STRIDE threat modeling for each component and trust boundary and produce a threat register. Use when reviewing a feature for security.
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。
威胁建模时使用。适用于新功能 / 新系统的安全设计评审。融合 STRIDE + Attack Tree + Microsoft SDL。
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。
Use to conduct STRIDE threat modeling for a system or feature design.
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。
Analyze code changes (commits, PRs, diffs) for security vulnerabilities using STRIDE analysis and CWE mapping
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。
Write a threat model document. Use when the user says "threat model", "threat modeling", "STRIDE analysis", "attack surface analysis", "security design review", "what are the threats to this system", "adversarial analysis", "identify threats", "security threat assessment", or needs to systematically identify and document threats to a system or feature - even if they don't explicitly say "threat model".
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。
Vulnerability analysis: OWASP Top 10, current threat landscape, supply chain security, attack surface mapping, risk prioritization. Use for security audits. NOT for STRIDE/CSO infra audits (mk:cso).
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。