Agent skill

Vertical Slice

by Donchitos in Donchitos/Claude-Code-Game-Studios

Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production.

MITAuto-check: notesGame Development

Install Vertical Slice

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/vertical-slice .claude/skills/vertical-slice && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
vertical-slice
GitHub stars
26k
Token cost
~5.2k tokens
SKILL.md length
2,822 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production.

  • Works in 8 steps: Resolve Review Mode and Load Context → Define the Slice Scope and Validation… → Plan the Build → …
  • Tasks that involve Game design
  • SKILL.md covers Purpose, Phase 1: Resolve Review Mode…, Phase 2: Define the Slice… and Phase 3: Plan the Build, plus 5 more sections
  • Calls bash

What it does

Vertical Slice is an agent skill from Donchitos/Claude-Code-Game-Studios. Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs.

Its SKILL.md is about 5.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game design. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.

When your agent uses it

  • Tasks that involve Game design

Example prompts

  • “/vertical-slice”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Resolve Review Mode and Load Context
  2. Define the Slice Scope and Validation Question
  3. Plan the Build
  4. Implement
  5. Playtest Debrief
  6. Generate Vertical Slice Report
  7. Creative Director Review
  8. Summary and Next Steps

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Edit
    • Bash
    • Agent
    • AskUserQuestion
    • Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Vertical Slice loads about 5.2k tokens when it runs. Until then it costs about 42 tokens; SKILL.md has 2,822 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~42
When it runs · the whole SKILL.md, loaded when a task matches
~5.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NotePre-approves every shell command (allowed-tools: Bash)SKILL.md
    allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-sl

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 2,822 words, ~5,154 tokens.

Download SKILL.mdSave it as .claude/skills/vertical-slice/SKILL.md (or your agent's skills folder).
name
vertical-slice
description
Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs.
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[--review full|lean|solo]
user-invocable
true
model
sonnet

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation

Resolved above — use as-is; --review overrides review_mode for this run. No block → defaults in .claude/docs/config-resolution.md.

Purpose

The vertical slice answers a different question from the concept prototype: "Can we build this full game loop at production quality, on schedule?"

Default use — run late in Pre-Production, after GDDs, architecture, and UX specs are complete. It is a near-production-quality build demonstrating one complete [start → challenge → resolution] cycle.

Post-pivot? If a PIVOT verdict from an earlier vertical slice sent you back to revise GDDs and architecture, run this again after revisions to re-validate. It can be run as many times as needed until a PROCEED or KILL verdict is reached.

It validates:

  1. The pipeline (can the team actually produce this quality of content?)
  2. Execution feasibility (are the architecture decisions correct for this game?)
  3. Fun survival (does the fun from the concept prototype survive full design?)
  4. Velocity (how long did this take? That's your real production rate estimate.)

Earlier in the project? If you haven't written GDDs yet and want to validate whether the core idea is worth designing, run /prototype (concept prototype) instead.


Phase 1: Resolve Review Mode and Load Context

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Read the following files to understand the full design intent:

  • CLAUDE.md — tech stack and engine
  • design/gdd/game-concept.md — core fantasy and game pillars (or design/game-brief.md, the one-page brief that replaces it at rigor: minimal — pitch, core loop and "what they feel" line; it has no pillars)
  • design/gdd/systems-index.md — MVP systems and their priorities
  • docs/architecture/architecture.md — layer structure
  • docs/architecture/control-manifest.md — technical rules for implementation
  • Key GDDs for the systems being sliced

Phase 2: Define the Slice Scope and Validation Question

Before building, define the falsifiable validation question:

"Does a player, starting from nothing, experience [core fantasy from game-concept.md or game-brief.md] within [N] minutes, without developer guidance — and can we build one such loop in [X] days at representative quality?"

Both parts matter: player experience AND build feasibility.

Scope discipline:

  • Include ALL core loop systems (minimum). If a system is required to complete one [start → challenge → resolution] cycle, it must be in the slice.
  • Target scope: 3–5 minutes of polished, continuous gameplay. This is the industry-standard vertical slice length — long enough to demonstrate mechanics and tone, short enough to build at representative quality. If your slice would take longer than 5 minutes to play through, cut content, not quality.
  • Cut scope before cutting quality. A low-quality slice that looks nothing like the intended game cannot validate production feasibility.
  • If the scope feels too large to build in 1–3 weeks, the slice scope is wrong — not too big to build, but the slice is trying to prove too much at once.

Scope creep warning: The vertical slice is the highest-risk moment for scope creep in the pre-production phase. Features feel "almost there" and it's tempting to add "just one more system." Resist this. Cut, do not extend.

Present scope to the user before building and get confirmation.


Phase 3: Plan the Build

Define in bullet points:

  • Systems implemented (which GDD sections are being exercised)
  • The complete game loop cycle ([start] → [challenge] → [resolution] exactly)
  • Art and audio quality level (placeholder acceptable, representative preferred)
  • Specific, measurable success criteria for the validation question
  • Hard time limit: [X] days. If exceeded, scope was wrong — stop and reassess.

Ask the user to confirm scope before building. Name the checkpoint file in that confirmation: "May I record this plan in production/session-state/active.md?"

Once confirmed, write a session checkpoint to production/session-state/active.md (create production/session-state/ if it does not exist). Include: concept name, validation question, systems in scope, art quality level, and current phase ("Phase 4 — Implement"). Update this file at the end of each build day with what was completed. This is the primary recovery mechanism if the session ends mid-slice — multi-week Engine builds will span many sessions.


Phase 4: Implement

Ask: "May I create the vertical slice directory at prototypes/[concept-name]-vertical-slice/ and begin implementation?"

If yes, create the directory. Every file must begin with:

[comment] VERTICAL SLICE - NOT FOR PRODUCTION
[comment] Validation Question: [What this build is proving]
[comment] Date: [Current date]

Write [comment] in each file's own comment syntax — # in GDScript (.gd) and Python, // in C#, C++ and JavaScript, -- in Lua, <!-- … --> in HTML and Markdown. A header in another language's syntax is a parse error, not a label. Files that cannot hold a comment (JSON, engine-generated scene and project files) are exempt.

Quality standards — higher than concept prototype, not full production:

  • Follow architecture layers from docs/architecture/control-manifest.md
  • Naming conventions — naming.* from project.yaml; for any key absent or empty (including when project.yaml has no naming block), from .claude/docs/technical-preferences.md
  • No hardcoded gameplay values — use constants or config files
  • Basic error handling on critical paths
  • Placeholder art acceptable; representative art preferred

Multi-turn loop: After writing the initial files, ask the user to run the build and report what they observe. Iterate until the complete game loop cycle is demonstrable. Each round:

  1. User runs → reports errors or observations
  2. Agent fixes errors or adjusts systems
  3. Repeat until the full [start → challenge → resolution] cycle is playable

Sunk cost checkpoint (day 3 of planned timeline): If the full game loop cycle is not yet demonstrable, stop and reassess. Either the scope is too large or an architectural assumption is wrong. Surface the blocker explicitly rather than continuing to iterate.

Conduct at least 1 playtest session once the loop is demonstrable.

Playtesting tip: If you can get anyone who hasn't seen the game to play it — a friend, family member, online community — watch them silently without explaining anything. Don't guide them. Their confusion reveals what the game isn't communicating on its own. This gives much better signal than self-testing.

No external testers available? Use rotation within the team: Dev A built system X, so Dev A is a naive tester for system Y. Even a two-person team can rotate effectively. Solo? Step away for 2-3 days then play through as a new player — you won't have perfect first-impression signal but you'll catch the critical blockers. Also try a "silent walkthrough": play your own slice in one sitting without stopping to fix anything and log every moment you hesitate.

Want richer observation data? Ask the tester to think aloud as they play — narrate what they're doing and why in real time. "I'm trying to figure out how to attack... I pressed E... nothing... is it click?" This surfaces confusion the instant it occurs rather than in retrospect. Best for onboarding and UI clarity validation. Silent observation is still better for feel testing; think-aloud changes the experience slightly but produces far more granular UX data.

Async remote option: Record a Loom or OBS session — give someone the build, ask them to record their screen + audio, and send you the video. You get genuine first-impression data without synchronous scheduling. Works across timezones.

Testing AI, NPC, or complex system behavior before it's fully implemented? Use the Wizard of Oz technique: one person plays normally while a second person secretly controls the NPC or system behavior in real time. The player believes it's automated. This validates the design intent of an AI or economy system before the implementation is complete — and reveals exactly what behaviors the system must produce to feel correct. Particularly useful for vertical slices where an AI system is in scope but not yet polished enough for unguided testing.


Phase 5: Playtest Debrief

The loop is demonstrable. Before writing the report, collect structured observations from actually playing it. Do NOT skip to report generation — the report is only as good as the observations you capture here.

Say exactly this:

"Play through the complete [start → challenge → resolution] cycle from scratch, as if you're a new player with no knowledge of how it was built. Don't skip ahead or use developer shortcuts. Come back when you've completed the full loop — or when you've hit something that stopped you."

Once the user returns, ask these questions one at a time:

  1. Loop completion:

    "Did you complete the full [start → challenge → resolution] cycle on your own, without needing any guidance from me or prior knowledge of the build?"

  2. Time check:

    "How long did it take to reach the first meaningful action — the first moment where you felt like you were actually playing the game?"

  3. Core fantasy:

    "The game is supposed to make you feel [core fantasy from game-concept.md or game-brief.md]. Did it? Be honest — not 'kind of' but specifically what you felt and when."

  4. Blockers:

    "What stopped you, confused you, or pulled you out of the experience? Any moment where you weren't sure what to do, or where something broke?"

  5. Pipeline check:

    "As the developer — not the player — does this feel achievable at this quality for the full game? What surprised you about how long things took to build?"

  6. Verdict:

    "PROCEED, PIVOT, or KILL — and the specific reason."

If any answer is vague, ask: "Can you give me the specific moment where that happened?" Precise observations populate the report. Vague ones produce a useless report.

PROCEED is not available when a validation item is NO. /gate-check production FAILs a built slice with any NO in its Vertical Slice Validation — a player got through the loop without developer guidance (question 1), learned what to do within the first 2 minutes (question 2 — longer is a no), the core mechanic feels good (question 3), no critical fun-blocker bug (question 4). If any of those answers is no, the verdict is PIVOT or KILL — the user chooses — and the report names the NO.

NOT ASSESSED is the fourth verdict. When nobody has yet played the complete loop from scratch — the user cannot play it this session, or stopped before the end — the validation did not run, and the verdict is NOT ASSESSED, with the reason. It ranks above PROCEED and below PIVOT and KILL: an unplayed slice has not earned PROCEED, and a slice known to fail is more actionable than one nobody played. It is never recorded as PROCEED.


Show full SKILL.md (1,142 more words)Show less

Phase 6: Generate Vertical Slice Report

Track velocity throughout the build. Log:

  • Day 1: what was built
  • Day 2: what was built
  • etc.

This is the most honest data you will ever have about your production rate. Do not skip it. It feeds directly into sprint planning.

Read .claude/docs/templates/vertical-slice-report.md to get the report structure. If the template file is not found, use this fallback structure:

  • ## Vertical Slice Report — [Game Title] — [Date]
  • ### Executive Summary (PROCEED / PIVOT / KILL / NOT ASSESSED verdict + 2-sentence rationale)
  • ### Core Loop Validation (what was tested, what passed, what failed)
  • ### Feel Assessment (animation, controls, feedback — subjective notes)
  • ### Technical Findings (performance, engine issues, architectural risks)
  • ### Velocity Log (day-by-day actual progress — do not skip)
  • ### Lessons Learned (assumptions broken by building to near-production quality; what surprised us about the pipeline or architecture; what we would change about the slice scope next time)
  • ### Recommended Next Steps

Fill in every section based on what was observed and built during this session. The velocity log must reflect actual day-by-day progress, not estimates — this is the most honest production rate data you will ever have. Replace all placeholder text with real observations. The recommendation carries the Phase 5 verdict, NOT ASSESSED included, with its reason.

Ask: "May I write this report to prototypes/[concept-name]-vertical-slice/REPORT.md and add its row to prototypes/index.md?"

If yes, write the file. Then update prototypes/index.md (create if it does not exist) — append one row to the vertical slice table: concept name, date, verdict, and a link to the REPORT.md. Note whether this was a first-run slice or a re-run after a PIVOT. The velocity log in this report is some of the most valuable data in the project — cross-reference it with sprint estimates.


Phase 7: Creative Director Review

Review mode check:

  • solo → skip. Note: "CD-PLAYTEST skipped — Solo mode."
  • lean → skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode."
  • full → spawn creative-director via Agent using gate CD-PLAYTEST (.claude/docs/director-gates/cd-playtest.md) — unless the slice's verdict is NOT ASSESSED: with no playthrough there is nothing to review, so note "CD-PLAYTEST skipped — the slice has not been played yet."

Pass: the full REPORT.md content, the validation question, game pillars and core fantasy from design/gdd/game-concept.md (or the pitch and "what they feel" line from design/game-brief.md at rigor: minimal).

The creative director evaluates the vertical slice result against the game's creative vision and pillars and returns one of the gate's verdicts — APPROVE, CONCERNS or REJECT. Apply it to the recommendation:

  • APPROVE → the recommendation stands.
  • CONCERNS → show the concerns alongside the recommendation, then use AskUserQuestion: Revise the recommendation / Accept with noted concerns / Discuss further. The user decides; the director does not.
  • REJECT (the core fantasy is not present) → a PROCEED recommendation cannot stand. Use AskUserQuestion to ask the user to choose PIVOT or KILL, and run Phase 8 for that choice. A PIVOT or KILL recommendation stands.
  • NOT ASSESSED [missing input] → the director made no judgement, so it neither backs nor overturns the recommendation (.claude/docs/director-gates.md): name what was missing, then supply it and re-run the gate, or record CD-PLAYTEST: NOT ASSESSED — [input] in the report.

When the director returned CONCERNS, REJECT or NOT ASSESSED, ask "May I update prototypes/[concept-name]-vertical-slice/REPORT.md and its prototypes/index.md row?", then record the director's verdict and reason in REPORT.md, and the final recommendation in both if it changed.


Phase 8: Summary and Next Steps

Output a summary: the validation question, velocity data, and final recommendation. Link to prototypes/[concept-name]-vertical-slice/REPORT.md.

If PROCEED: Your vertical slice validated the full game loop. The project is ready for Production.

Recommended next steps:

  • /create-epics layer:foundation — plan Foundation layer epics
  • /create-epics layer:core — plan Core layer epics
  • /create-stories [epic-slug] — break each epic into implementable stories
  • /sprint-plan — plan the first sprint using velocity data from the slice
  • /gate-check production — formally advance the stage to Production

Playtest note: /gate-check will look for documented playtest evidence. At minimum, 1 documented session with a REPORT.md showing PROCEED is required to pass the gate. More sessions give more reliable signal — 3+ is recommended before committing the full team to Production, but is not a hard gate.

If PIVOT:

Before routing back to GDD revision, capture the carry-forward note. Ask these two questions (plain text, one at a time):

  1. "What systems or mechanics worked at this quality level and should be preserved in the revised design?"
  2. "What specifically failed — the core loop, the architecture, the pipeline, or the fun?"

Ask: "May I write this to prototypes/[concept-name]-vertical-slice/PIVOT-NOTE.md?"

If yes, write the file with: what worked, what failed, the specific systems or architecture decisions that need revision, and what the next slice should prove differently. When /vertical-slice is next run after a PIVOT, check the prototypes/ directory for a PIVOT-NOTE.md — use it to frame the new validation question and inform scope decisions.

  • Revise affected GDDs with /design-system [mechanic]
  • Address architecture issues via /architecture-decision
  • Then re-run /vertical-slice to validate the revised direction

If KILL:

Before abandoning the concept, confirm the verdict is sound:

  • Full game loop takes >5 minutes even for an experienced player?
  • No emotional high point (delight, surprise, satisfaction) observed in any playtest session?
  • 50%+ of testers confused or stuck at the same point after 2+ slice attempts?
  • Architecture issues would require rebuilding more than 50% of what was built?
  • This is the 3rd vertical slice attempt on the same concept?

If 2+ boxes apply → KILL verdict is sound. If 0–1 apply → one targeted PIVOT may recover the concept.

Document the kill in prototypes/GRAVEYARD.md (create if it doesn't exist). Ask: "May I append this to prototypes/GRAVEYARD.md?" If yes, add one entry:

## [Concept Name] Vertical Slice — YYYY-MM-DD
- **Kill reason:** [what specifically prevented the player from experiencing the core fantasy]
- **What worked at slice quality:** [systems or mechanics that held up]
- **What failed:** [core loop issue, architecture decision, or pipeline blocker]
- **Next time:** [one specific change for the next time a similar concept is attempted]
  • Return to /brainstorm with what you learned
  • Or run /prototype [new-concept] to test a new direction cheaply first

If NOT ASSESSED:

The slice is built but not validated. Say which reason applied, then finish the Phase 5 playthrough and debrief — the production/session-state/active.md checkpoint is where to resume — and, after asking, update REPORT.md and its prototypes/index.md row with the verdict. Do not take the slice to /gate-check production as if it had passed: NOT ASSESSED is not a PROCEED.


Important Constraints
  • Vertical slice code must NEVER be refactored into production — it is reference only
  • Production code must NEVER import from prototypes/
  • If recommendation is PROCEED, production implementation is written from scratch using the slice as a design reference only
  • Scope cuts are acceptable; quality cuts are not — a low-quality slice proves nothing
  • Total effort: 1–3 weeks. If longer, scope is too large — cut the slice, not the quality.
  • Day 3 sunk cost rule: if the full game loop cycle is not demonstrable by then, stop and surface the blocker
  • Networked/multiplayer games: A local vertical slice cannot validate the feel of a networked mechanic. Latency fundamentally changes how combat, movement, and prediction feel — testing locally at 0ms will feel entirely different at 80ms network delay. The slice can validate that the game loop is interesting and complete; it cannot validate that networked mechanics feel good under real conditions. Network feel requires real peers or simulated latency.

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/vertical-slice of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit b21fa0f

Compare with similar skills

Vertical Slice next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Vertical Slice compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Vertical Slice this skillDonchitos/Claude-Code-Game-Studios26k—~5.2kAutomated safety check: NotesMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent1039 repos~5kAutomated safety check: PassMIT
Novel Game Adaptation Analysiszenstory-ai/novel-to-game8321 repos~558Automated safety check: PassMIT
Game Experience Density OptimizerDY-2026/GameDesignOS410—~2.1kAutomated safety check: PassMIT
Threejs Gameplay Systemscorosolto/client256—~1.5kAutomated safety check: PassAGPL-3.0

Similar skills

  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Godot Gdscript Patterns

    925236118/AlphaAgent

    Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.

    103 GitHub starsUsed in 9 repos~5k tokens
    Game DevelopmentAuto-check passed
  • Novel Game Adaptation Analysis

    zenstory-ai/novel-to-game

    Condenses a novel or its deconstruction notes into a cited SOURCE_BIBLE of world rules, player verbs, spaces and systems, before any game genre is chosen.

    832 GitHub starsUsed in 1 repo~558 tokens
    Game DevelopmentAuto-check passed
  • 当用户需要把游戏体验浓度、留存、首局节奏、Demo 完成率、单机总旅程、D1/D7、反馈、具身感、氛围、认知负荷、最佳刺激窗口、FEP/free-energy、预测误差、Markov blanket、习惯化或 liveops 参与问题,编译成可上线、可埋点、可复盘、可回滚的一周 ED 实验包时使用。Use when converting game experience-density and…

    410 GitHub stars~2.1k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Threejs Gameplay Systems

    corosolto/client

    Build and iterate playable Three.js game systems. An agent skill from corosolto/client.

    256 GitHub stars~1.5k tokensUpdated today
    Game DevelopmentAuto-check passed
  • Roblox Game

    brockmartin/roblox-game-skill

    Expert Roblox game development companion — Luau, Roblox Studio, MCP integration, simulator, tycoon, obby, RPG, horror, battle royale, game design, security, performance.

    197 GitHub stars~1.3k tokensUpdated 7 mo ago
    Game DevelopmentAuto-check passed

More from Donchitos/Claude-Code-Game-Studios

All 73 skills in this repo
  • Game Asset Audit

    Donchitos/Claude-Code-Game-Studios

    Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.

    26k GitHub stars~2k tokensUpdated 8 days ago
    Auto-check passed
  • Game Asset Spec Writer

    Donchitos/Claude-Code-Game-Studios

    Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.

    26k GitHub stars~5k tokensUpdated 8 days ago
    Auto-check passed
  • Game Balance Check

    Donchitos/Claude-Code-Game-Studios

    Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.

    26k GitHub stars~2.2k tokensUpdated 8 days ago
    Auto-check passed
  • Structured Bug Reports

    Donchitos/Claude-Code-Game-Studios

    Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.

    26k GitHub stars~2.5k tokensUpdated 8 days ago
    Auto-check: notes
  • Bug Triage

    Donchitos/Claude-Code-Game-Studios

    Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.

    26k GitHub stars~2.3k tokensUpdated 8 days ago
    Auto-check passed
  • Changelog Generator for Games

    Donchitos/Claude-Code-Game-Studios

    Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.

    26k GitHub stars~2.5k tokensUpdated 8 days ago
    Auto-check: notes

Questions about Vertical Slice

What does Vertical Slice do?

Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. Vertical Slice is an agent skill from Donchitos/Claude-Code-Game-Studios. Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production.

When should I use Vertical Slice?

Vertical Slice fits situations like: tasks that involve Game design.

How do I install Vertical Slice in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a claude-code`. Or copy the skill folder (.claude/skills/vertical-slice in Donchitos/Claude-Code-Game-Studios) into .claude/skills/vertical-slice in your project. Claude Code loads it when a task matches its description.

How do I install Vertical Slice in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a codex`. Or copy the skill folder (.claude/skills/vertical-slice in Donchitos/Claude-Code-Game-Studios) into .agents/skills/vertical-slice in your project. Codex loads it when a task matches its description.

Can I use Vertical Slice in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vertical-slice, .gemini/skills/vertical-slice, .github/skills/vertical-slice and .opencode/skills/vertical-slice in your project.

What does Vertical Slice need to run?

Going by SKILL.md and its folder, Vertical Slice needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *).

Does Vertical Slice access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Vertical Slice safe to install?

Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.

What licence does Vertical Slice use?

Vertical Slice is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Vertical Slice use?

About 5.2k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Vertical Slice?

Skills that share tags, products or a category with Vertical Slice: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Novel Game Adaptation Analysis (zenstory-ai/novel-to-game, 832 stars) and Game Experience Density Optimizer (DY-2026/GameDesignOS, 410 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Vertical Slice?

Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.

Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.