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。
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概要と使いどころ
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。
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。
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-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。
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
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。
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
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。
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.
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。
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production 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。
Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
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 game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
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。
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。
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。
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
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。
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
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。
Generates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.
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。
Generates a contextual onboarding document for a new contributor or agent joining the project. Summarizes project state, architecture, conventions, and current priorities relevant to the specified role or area.
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 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。
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。
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
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。