Threejs Gameplay Systems
valkor-ai/loom
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…
Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .claude/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-sliceType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/vertical-slice .agents/skills/vertical-slice && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .agents/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/vertical-slice .cursor/skills/vertical-slice && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .cursor/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/vertical-slice--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/vertical-slice .gemini/skills/vertical-slice && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .gemini/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-sliceInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/vertical-slice .github/skills/vertical-slice && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .github/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill vertical-slice -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios vertical-slice --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/vertical-slice .opencode/skills/vertical-slice && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "vertical-slice" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/vertical-slice into .opencode/skills/vertical-slice/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vertical-slice", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
vertical-slicePre-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. 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.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditBashAgentAskUserQuestionBash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
The automated check noted patterns worth knowing about, such as sudo or a known installer.
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slAutomated 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.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 2,822 words, ~5,154 tokens.
.claude/skills/vertical-slice/SKILL.md (or your agent's skills folder).!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.
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:
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.
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 enginedesign/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 prioritiesdocs/architecture/architecture.md — layer structuredocs/architecture/control-manifest.md — technical rules for implementationBefore 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:
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.
Define in bullet points:
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.
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:
docs/architecture/control-manifest.mdnaming.* from project.yaml; for any key absent or empty (including when project.yaml has no naming block), from .claude/docs/technical-preferences.mdMulti-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:
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.
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:
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?"
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?"
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."
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?"
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?"
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.
Track velocity throughout the build. Log:
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 StepsFill 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.
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:
AskUserQuestion: Revise the recommendation / Accept with noted concerns /
Discuss further. The user decides; the director does not.AskUserQuestion to ask the user to choose PIVOT or KILL, and run
Phase 8 for that choice. A PIVOT or KILL recommendation stands..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.
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 ProductionPlaytest 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):
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.
/design-system [mechanic]/architecture-decision/vertical-slice to validate the revised directionIf KILL:
Before abandoning the concept, confirm the verdict is sound:
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]/brainstorm with what you learned/prototype [new-concept] to test a new direction cheaply firstIf 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.
prototypes/© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/vertical-slice of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Vertical Slice this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~5.2k | Automated safety check: Notes | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| Novel Game Adaptation Analysiszenstory-ai/novel-to-game | 832 | 1 repos | ~558 | Automated safety check: Pass | MIT | |
| Game Experience Density OptimizerDY-2026/GameDesignOS | 410 | — | ~2.1k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemscorosolto/client | 256 | — | ~1.5k | Automated safety check: Pass | AGPL-3.0 |
valkor-ai/loom
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…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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.
DY-2026/GameDesignOS
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…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
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.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
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.
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.
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.
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.
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.
Categories
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.
Vertical Slice fits situations like: tasks that involve Game design.
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.
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.
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.
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 *).
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.
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.
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.
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.
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.
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.