Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.
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Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.
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Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).
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Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
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Fast sprint status check. Reads the current sprint plan, scans story files for status, and produces a concise progress snapshot with burndown assessment and emerging risks. Run at any time during a sprint for quick situational awareness. Use when user asks 'how is the sprint going', 'sprint update', 'show sprint progress'.
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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.
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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.
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Analyze a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts. Use when user says 'any scope creep', 'scope review', 'are we staying in scope'.
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Orchestrate the QA team through a full testing cycle. Coordinates qa-lead (strategy + test plan) and qa-tester (test case writing + bug reporting) to produce a complete QA package for a sprint or feature. Covers: test plan generation, test case writing, smoke check gate, manual QA execution, and sign-off report.
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Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.
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Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.
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Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
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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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Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
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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'.
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Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.
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Wwise audio middleware integration for Unity including events, banks, RTPC, spatial audio, and callback handling.
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Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
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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 design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
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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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Generates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.
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Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.
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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.
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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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