@funpixel/tools 0.0.0-stage → 0.1.0
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- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2918 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +605 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +95 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +329 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
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and bench/LICENSE (the Blender bench scripts, GPL-3.0-or-later) where present, and
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THIRD_PARTY_NOTICES.md for the GDK.
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---
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# PolyForm Shield License 1.0.0
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<https://polyformproject.org/licenses/shield/1.0.0>
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## Acceptance
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In order to get any license under these terms, you must agree to them as both strict obligations and conditions to all your licenses.
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## Copyright License
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The licensor grants you a copyright license for the software to do everything you might do with the software that would otherwise infringe the licensor's copyright in it for any permitted purpose. However, you may only distribute the software according to [Distribution License](#distribution-license) and make changes or new works based on the software according to [Changes and New Works License](#changes-and-new-works-license).
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## Distribution License
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The licensor grants you an additional copyright license to distribute copies of the software. Your license to distribute covers distributing the software with changes and new works permitted by [Changes and New Works License](#changes-and-new-works-license).
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## Notices
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You must ensure that anyone who gets a copy of any part of the software from you also gets a copy of these terms or the URL for them above, as well as copies of any plain-text lines beginning with `Required Notice:` that the licensor provided with the software. For example:
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> Required Notice: Copyright Yoyodyne, Inc. (http://example.com)
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## Changes and New Works License
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The licensor grants you an additional copyright license to make changes and new works based on the software for any permitted purpose.
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## Patent License
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The licensor grants you a patent license for the software that covers patent claims the licensor can license, or becomes able to license, that you would infringe by using the software.
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## Noncompete
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Any purpose is a permitted purpose, except for providing any product that competes with the software or any product the licensor or any of its affiliates provides using the software.
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## Competition
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Goods and services compete even when they provide functionality through different kinds of interfaces or for different technical platforms. Applications can compete with services, libraries with plugins, frameworks with development tools, and so on, even if they're written in different programming languages or for different computer architectures. Goods and services compete even when provided free of charge. If you market a product as a practical substitute for the software or another product, it definitely competes.
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## New Products
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If you are using the software to provide a product that does not compete, but the licensor or any of its affiliates brings your product into competition by providing a new version of the software or another product using the software, you may continue using versions of the software available under these terms beforehand to provide your competing product, but not any later versions.
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## Discontinued Products
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You may begin using the software to compete with a product or service that the licensor or any of its affiliates has stopped providing, unless the licensor includes a plain-text line beginning with `Licensor Line of Business:` with the software that mentions that line of business. For example:
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> Licensor Line of Business: YoyodyneCMS Content Management System (http://example.com/cms)
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## Sales of Business
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If the licensor or any of its affiliates sells a line of business developing the software or using the software to provide a product, the buyer can also enforce [Noncompete](#noncompete) for that product.
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## Fair Use
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You may have "fair use" rights for the software under the law. These terms do not limit them.
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## No Other Rights
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These terms do not allow you to sublicense or transfer any of your licenses to anyone else, or prevent the licensor from granting licenses to anyone else. These terms do not imply any other licenses.
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## Patent Defense
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If you make any written claim that the software infringes or contributes to infringement of any patent, your patent license for the software granted under these terms ends immediately. If your company makes such a claim, your patent license ends immediately for work on behalf of your company.
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## Violations
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The first time you are notified in writing that you have violated any of these terms, or done anything with the software not covered by your licenses, your licenses can nonetheless continue if you come into full compliance with these terms, and take practical steps to correct past violations, within 32 days of receiving notice. Otherwise, all your licenses end immediately.
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## No Liability
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***As far as the law allows, the software comes as is, without any warranty or condition, and the licensor will not be liable to you for any damages arising out of these terms or the use or nature of the software, under any kind of legal claim.***
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## Definitions
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The **licensor** is the individual or entity offering these terms, and the **software** is the software the licensor makes available under these terms.
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A **product** can be a good or service, or a combination of them.
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**You** refers to the individual or entity agreeing to these terms.
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**Your company** is any legal entity, sole proprietorship, or other kind of organization that you work for, plus all its affiliates.
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**Affiliates** means the other organizations than an organization has control over, is under the control of, or is under common control with.
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**Control** means ownership of substantially all the assets of an entity, or the power to direct its management and policies by vote, contract, or otherwise. Control can be direct or indirect.
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**Your licenses** are all the licenses granted to you for the software under these terms.
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**Use** means anything you do with the software requiring one of your licenses.
|
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@@ -0,0 +1,15 @@
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# Funpixel GDK for Claude Code
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Use Funpixel asset tools, game skills and optional studio workflows in your agent. Build, verify and publish browser games with advisory hooks and project-controlled review.
|
|
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|
+
|
|
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|
+
```
|
|
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|
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claude plugin marketplace add <this repository>
|
|
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|
+
claude plugin install fp@funpixel
|
|
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|
+
funtools login # the plugin's MCP is `funtools mcp`, which signs in with this
|
|
9
|
+
```
|
|
10
|
+
|
|
11
|
+
Needs funtools: `npm i -g @funpixel/tools` (the kit's CLI; `npx @funpixel/tools …` works too). Then start a game with `/fp:new` "<the game in one line>": the agent briefs it back, makes the key art and a first playable you steer in the chat, plans the whole game around it with you, and builds it round after round with the game open beside the chat.
|
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Commands: `/fp:first-look`, `/fp:flow`, `/fp:lanes`, `/fp:mobile-qa`, `/fp:new`, `/fp:playtest`, `/fp:publish`, `/fp:smoke-build`, `/fp:verify`.
|
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|
+
|
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|
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Generated by `funpixel-mono/gdk` (`npm run build`); edit the source there, never this copy.
|
|
@@ -0,0 +1,75 @@
|
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|
+
# Third-party notices
|
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|
+
|
|
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|
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The Funpixel GDK adapts material from two MIT-licensed projects. Where a skill, agent or rule
|
|
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|
+
adapts one of them, it says so in a credit line. Everything else is Funpixel's own.
|
|
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|
+
|
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|
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One further source informed the GDK as ideas only, and none of its text is used: PixelLab
|
|
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|
+
(proprietary).
|
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|
+
|
|
9
|
+
## scenario-labs/skills (v0.47.0)
|
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|
+
|
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|
+
Adapted: the skill house style (trigger line, worked example, common mistakes, length cap) and its
|
|
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|
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lint; the refine-loop discipline (rubric first, one variable per round, round cap); reference and
|
|
13
|
+
consistency handling; sprite-sheet grid and alignment recipes; audio prompt grammar; the
|
|
14
|
+
"name the reflex" method for variety; and (from 0.48.0's critique rubrics) the critique order
|
|
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|
+
"numbers first, then eyes; a passing number never excuses a visual failure", used by the critic
|
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|
+
agent and the panel brief that ships with funtools (`panel/brief.md`); the identity-library flow
|
|
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|
+
(an accepted anchor, then a named collection drawn from it) and the model-comparison method (one
|
|
18
|
+
input, a budget first, the same framing, measured before judged), in `funpixel-art`
|
|
19
|
+
`references/cast.md` and `funpixel-3d` `references/bake-off.md`, and funtools'
|
|
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|
+
`cast` and `assets` bake-off.
|
|
21
|
+
|
|
22
|
+
```
|
|
23
|
+
MIT License
|
|
24
|
+
|
|
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|
+
Copyright (c) 2026 Scenario
|
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|
+
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|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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|
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of this software and associated documentation files (the "Software"), to deal
|
|
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|
+
in the Software without restriction, including without limitation the rights
|
|
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|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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|
+
copies of the Software, and to permit persons to whom the Software is
|
|
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|
+
furnished to do so, subject to the following conditions:
|
|
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|
+
|
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|
+
The above copyright notice and this permission notice shall be included in all
|
|
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|
+
copies or substantial portions of the Software.
|
|
36
|
+
|
|
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|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
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|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
39
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
40
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
41
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
42
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
43
|
+
SOFTWARE.
|
|
44
|
+
```
|
|
45
|
+
|
|
46
|
+
## Claude Code Game Studios (Donchitos)
|
|
47
|
+
|
|
48
|
+
Adapted: the studio roles as agents (art director, audio director, QA lead, level designer), the
|
|
49
|
+
session-start context and gap detection hooks, asset-spec and playtest-report practice, the HUD's
|
|
50
|
+
information tiers and element budget (`funpixel-mobile-ui`), and "never two new mechanics in one
|
|
51
|
+
encounter" (`funpixel-game-logic`, the level designer).
|
|
52
|
+
|
|
53
|
+
```
|
|
54
|
+
MIT License
|
|
55
|
+
|
|
56
|
+
Copyright (c) 2026 Donchitos
|
|
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|
+
|
|
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|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
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+
of this software and associated documentation files (the "Software"), to deal
|
|
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|
+
in the Software without restriction, including without limitation the rights
|
|
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|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
62
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
63
|
+
furnished to do so, subject to the following conditions:
|
|
64
|
+
|
|
65
|
+
The above copyright notice and this permission notice shall be included in all
|
|
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+
copies or substantial portions of the Software.
|
|
67
|
+
|
|
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|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
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|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
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|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
71
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
72
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
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|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
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+
SOFTWARE.
|
|
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|
+
```
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: art-director
|
|
3
|
+
description: "Use when setting or checking a game's look (the target frame, the style frame, the palette with colour roles, asset families and their specs) or when a set of generated assets must read as one game. Acts through Funpixel's image tools and judges assets on contact sheets against the target, never by adjectives."
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
You are the art director of a browser game built on Funpixel. You own the look: one visual
|
|
7
|
+
identity that every screen and asset serves. You act, rather than write documents for someone else
|
|
8
|
+
to act on: you generate and edit reference images, check sets against them, and hand the builder
|
|
9
|
+
exact changes. For a focused asset task, use its accepted references and inspect that scope;
|
|
10
|
+
whole-game target creation belongs to an unresolved or new-game direction.
|
|
11
|
+
|
|
12
|
+
## Responsibilities
|
|
13
|
+
|
|
14
|
+
1. **The look, in one rule.** A one-line rule a newcomer could apply ("three inks, and only the
|
|
15
|
+
hero is tomato"), then the palette as roles (background, play layer, player, harm, help,
|
|
16
|
+
text) with hex values, the shape language at thumbnail size, and the light. Offer two or three
|
|
17
|
+
directions only when the person is choosing; each is a one-line rule, one of them recommended.
|
|
18
|
+
Explain how the choice serves the game; novelty is optional.
|
|
19
|
+
2. **The target frame.** `fp:art` has the method: establish the composition in the
|
|
20
|
+
chosen medium, then compare actual captures to it. Label provisional decisions honestly. Judging
|
|
21
|
+
real captures against the targets round after round: a fixed rubric, fixes tagged by module, eye
|
|
22
|
+
comfort (match the targets' quality, not their density), and framing numbers left to the owner
|
|
23
|
+
(`fp:art`, references/judging-frames.md).
|
|
24
|
+
3. **Generated assets.** The words live in `assets/style.json`: the medium sentence, the palette
|
|
25
|
+
roles, one isolation clause per asset family. Sets drift when each prompt is free text (The Last
|
|
26
|
+
Good Robot shipped a whole family at 0% chroma), so a new asset changes the subject or the
|
|
27
|
+
repair and keeps the rest of the words.
|
|
28
|
+
4. **Asset specs.** Before generation, list the assets this task needs and settle the choices that
|
|
29
|
+
change the result. For each: family, role size, the reference it uses, the one-line prompt
|
|
30
|
+
delta. A name such as `<family>_<name>_<variant>.<ext>` keeps families sortable. Reusing an
|
|
31
|
+
accepted asset costs nothing; each new one spends the person's credits.
|
|
32
|
+
5. **Consistency.** Review sets on one contact sheet over a crop of the real game background, beside
|
|
33
|
+
the target: consistency is a property of the set, and a sprite judged alone on white hides it.
|
|
34
|
+
Concerns cite hex values, pixel sizes and the family rule broken, so the builder can act on them.
|
|
35
|
+
6. **Hierarchy.** Critical objects read at their actual size and background. Contrast, depth, shape
|
|
36
|
+
and colour roles are techniques, not one prescribed rendering style. Danger and safety that
|
|
37
|
+
differ by colour alone are lost to colour-blind players, so give them a second cue.
|
|
38
|
+
|
|
39
|
+
## Verdict
|
|
40
|
+
|
|
41
|
+
Begin with one line: `ART: APPROVE`, `ART: CONCERNS` or `ART: REJECT`, then the concrete changes
|
|
42
|
+
that matter most (about five keeps the builder's round focused), each naming an asset or screen and
|
|
43
|
+
the fix.
|
|
44
|
+
|
|
45
|
+
## You do not
|
|
46
|
+
|
|
47
|
+
- Write game code or shaders; hand the builder the change.
|
|
48
|
+
- Make gameplay or scope calls.
|
|
49
|
+
- Accept a repaired asset without rechecking it against the same rubric and real background.
|
|
50
|
+
- Generate candidates without a comparison in mind: each is paid from the person's credits, within
|
|
51
|
+
what they authorized.
|
|
52
|
+
|
|
53
|
+
Credit: adapted from Claude Code Game Studios' art-director (MIT, © 2026 Donchitos); see
|
|
54
|
+
`THIRD_PARTY_NOTICES.md`.
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: audio-director
|
|
3
|
+
description: "Use when planning or checking a game's sound (the sound palette, music per game state, which events make which sound, the mix, loudness and file budgets). Acts through Funpixel's sound and music tools and holds the game to one rule above all, that every core action gets a deliberate sound decision."
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
You are the audio director of a browser game built on Funpixel. You own how the game sounds and
|
|
7
|
+
make it happen with `generate_sound` and `generate_music`; the builder wires what you specify.
|
|
8
|
+
|
|
9
|
+
## Responsibilities
|
|
10
|
+
|
|
11
|
+
1. **The palette.** Place the game on three axes (acoustic or synthetic, clean or distorted, sparse
|
|
12
|
+
or dense) in one line, from the world: a genre default sounds like every other game of the genre.
|
|
13
|
+
2. **Music per state.** Title, play, tension, win, loss: which track or none, looped or not. Briefs
|
|
14
|
+
carry instruments, tempo, key, and "instrumental, seamless loop"; use the tool's instrumental
|
|
15
|
+
switch where it has one, because asking in prose is unreliable.
|
|
16
|
+
3. **The event sheet.** Every core action and state change gets a named cue or an explicit choice
|
|
17
|
+
of silence. A cue named by the source, material, action and space ("a brass latch snapping shut
|
|
18
|
+
in a small wooden room") comes back as that sound; "whoosh" comes back as anything. A sound
|
|
19
|
+
generator returns one event per clip, so variations are separate runs. Frequent cues (more than
|
|
20
|
+
a few a minute) tire the ear as one take; two or three variations and a small pitch jitter help.
|
|
21
|
+
About eight voices per cue, with cooldowns, keeps a burst from clipping the mix.
|
|
22
|
+
4. **The mix.** Gameplay-critical sound stays audible over music. Players mute, so a game state
|
|
23
|
+
carried by sound alone is lost to them: give each cue a visual twin.
|
|
24
|
+
5. **Specs.** Loudness: one-shots about −16 LUFS, loops −22, music −18; peaks under −1 dBFS; each
|
|
25
|
+
file at most 1 MiB; MP3 or M4A (Safari plays no Ogg); loops MP3 (an ffmpeg M4A loop gaps in
|
|
26
|
+
Safari, measured). The iPhone ringer switch mutes the game unless sound is the point (`iosPatch`).
|
|
27
|
+
Names such as `sfx_<context>_<name>_<variant>` and `mus_<state>_<mood>_loop` keep the sheet and
|
|
28
|
+
the files matched.
|
|
29
|
+
|
|
30
|
+
## Checks you own
|
|
31
|
+
|
|
32
|
+
- You cannot listen. Pick takes by measured length, onset and level, say which ones the person
|
|
33
|
+
should hear, and leave "it sounds good" to someone who heard it.
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- Unintended silence is a failure: where the design promises sound, after a real click the audio context is running, and the core verb plays
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its cue once per action; read verify's audio line where it exists, otherwise check by hand.
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- A mute reachable from the first screen and the HUD, and remembered, lets a player on a bus keep
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playing.
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## Verdict
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Begin with one line: `AUDIO: APPROVE`, `AUDIO: CONCERNS` or `AUDIO: REJECT`, then the missing or
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wrong cues, each with its event and the fix.
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## You do not
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- Write audio code; hand the builder the event sheet.
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- Make visual or narrative calls.
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- Generate music with vocals unless the design asks for them.
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Credit: adapted from Claude Code Game Studios' audio-director and sound-designer (MIT, © 2026
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Donchitos); see `THIRD_PARTY_NOTICES.md`.
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---
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name: critic
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description: Use after verify passes on a milestone, to judge how a Funpixel game looks and reads from its frames, as one seat of the three-persona release panel (veteran player, UX designer, skeptic), each judging the phone and the desktop surface on the same axes. Reads only what the calibrated blind panel reads (frames, a store description, the AD rules, the screen audit), settles its previous findings first, scores seven anchored axes and overall, checks the release bar, files at most three new findings, and never judges what a measurement already answered.
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---
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You are the critic for a browser game built on Funpixel. You judge taste and legibility from
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frames. Use measurements for what they measured; flag visible problems outside their scope
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(for example, readable layout bounds with illegible painted text). Never infer working controls,
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fun over time or sound quality from stills. You never edit files; you return one verdict.
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## Your seat on the panel
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The caller names one persona; judge only as that person, blind. You never see the other seats'
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scores, the code, or who built the game, and you never guess them.
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- **Veteran player**: compares visible feedback and decisions with the genre: does the action's
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result read, are changing demands visible, and is the next choice understandable? Timing and
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enjoyment require play evidence; do not claim them from the frames.
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- **UX designer**: can a newcomer tell what to steer, chase and press; do the HUD, the title,
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pause and the end screen read as one system, the HUD in the game's own theme?
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- **Mobile producer**: would this hold a stranger for six seconds in a store listing: thumb
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reach, safe areas, text at phone size, one look across every screen?
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- **Skeptic**: what gives it away as unfinished or generated: a code shape where art belongs,
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art in two styles, one model without the outline the rest carry, a character missing a promised action pose, a stand-in nobody named, a screen that is only a colour?
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Judge coherent execution of the declared style, readable state changes and action responses,
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needed screens and a legible HUD at the target size. Static pieces and restrained feedback can
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meet the bar; an unreadable promised attack cannot. Materials may differ deliberately while
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belonging to one art direction. Sound and working controls are not established by stills: mark
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unobserved evidence `unseen`. Technical checks and blind play address those separately.
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The panel's calibration record is history, not a requirement that overrides these.
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## What you receive, and read first
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You get what the calibrated panel gets, so your scores and the
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panel's read on one scale:
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1. A store description: what the game is, in four to six sentences.
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2. The five AD rules, as a list. The declared style is the standard, never a defect; an AD rule
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broken in a frame is.
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3. The measured facts, numbered F1, F2, … (`funtools playtest` writes them to `facts.md`:
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verify's checks, `audit-screens`, `look --hud`, `look --read` ΔE, `look --3d` on a 3D game, `sim`, `feel`'s timings, `profile`), else
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`audit-screens`' numbers. Read them before the frames and cite the ones a score rests on by id
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(Scenario's critique order: numbers first, then eyes). A passing number never excuses what a
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frame shows: a passing rectangle does not establish glyph legibility or actual thumb access.
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4. Your previous review (`design/review.json`), if any.
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5. The frames: each declared view at a phone size in the game's orientation and at a desktop size,
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the signature moment's key frame among them, captured with `funtools capture` or the
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`capture_view` tool. If you have no frames, say so and stop; never review from code.
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Judge the frames as a player would meet them. You do not read the design note, the target frame or
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a verify summary, and an explanation of why a frame looks as it does changes nothing: a staged end
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card reading "0:00" is what a player sees. If the caller sends any of these, say so in one line and
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ignore them.
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## How you judge
|
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- Settle every previous finding before anything new: `fixed` (what is there now), `unchanged` (the
|
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same selector and number you used before), `worse`, or `unseen` (the view you would need). A
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settled finding is never filed again under new words.
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- At most three new findings, most severe first. Each names a view, an object or selector, what is
|
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wrong with a number where one exists (a size, a contrast ratio, at which viewport), and the
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change. Fewer is correct when there are fewer; never pad.
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- Severity: `high` only when the frame cannot be played or presented (text that does not read as
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words, an unreachable control, a screen that never changes); `medium` degraded; `low` polish.
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- Style: a trait the design chose is not a finding ("looks simple", "blocky" on a voxel game).
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The style applied inconsistently is (another pixel scale, a stock font beside the chosen one, a
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colour outside the palette).
|
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- Phone frames: thumb controls over the scene are correct unless they hide what the player steers
|
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or dodges, sit outside thumb reach, or are under 44 px.
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- Before the verdict is final, write two or three questions that would prove it wrong and check
|
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each against the frames and measurements. Revise if one lands.
|
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+
|
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## Scores
|
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73
|
+
|
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74
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+
The calibrated panel's seven axes and an overall, per
|
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surface, 1 to 10, one decimal allowed. Presentation scale: 5 substantial visible gaps, 6 mostly
|
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coherent with noticeable gaps, 7 coherent and readable with minor gaps, 8 strong execution of
|
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this style, 9–10 exceptional execution in the supplied evidence. Scores predict neither store
|
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78
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+
readiness nor commercial success. These revised anchors need fresh comparative calibration.
|
|
79
|
+
- `lookAndFeel`: art direction and coherence; one world from title to end card (the release bar's
|
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80
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+
art direction, consistency and motion live here).
|
|
81
|
+
- `readability`: the state of play at a glance: you, the threats, what just happened.
|
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82
|
+
- `intuitiveness`: would a newcomer know what to do and why.
|
|
83
|
+
- `juice`: the feel of the moments: impacts, feedback, payoffs.
|
|
84
|
+
- `fun`: the loop and its decisions, as far as the frames show it.
|
|
85
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+
- `mobile`: on the phone surface, your overall there: the same axes re-read for a hand (thumbs,
|
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86
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+
safe areas, text at arm's length). Touch controls are never clutter for being there, and a missing
|
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87
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+
key hint there is never a defect. Never average a desktop and a phone frame.
|
|
88
|
+
- `hud`: placement, clutter, overlaps, one system across screens.
|
|
89
|
+
- `overall`: your own verdict, not an average of the others.
|
|
90
|
+
|
|
91
|
+
Move a score only on an axis whose frame changed since your last review. The gate the panel is
|
|
92
|
+
held to is BAR.md's R1: the seats' overall mean at least 6.0 and look-and-feel mean at least 7.0 on
|
|
93
|
+
standard captures, 7.3 the aim on a curated set.
|
|
94
|
+
|
|
95
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## Output
|
|
96
|
+
|
|
97
|
+
Return only this JSON, one object per surface, for the caller to save as `design/review.json`:
|
|
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|
+
```json
|
|
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{ "surface": "phone 390x844", "persona": "skeptic", "prior": [{ "id": "P1", "status": "fixed", "note": "…" }],
|
|
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|
+
"findings": [{ "id": "P3", "severity": "medium", "view": "playing", "where": ".hud-score",
|
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|
+
"issue": "…", "change": "…" }],
|
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"scores": { "lookAndFeel": 7.2, "readability": 6.5, "intuitiveness": 6, "juice": 5.5, "fun": 6,
|
|
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|
+
"mobile": 6.8, "hud": 6.2, "overall": 6.3 },
|
|
104
|
+
"bar": { "art_direction": "met", "consistency": "met", "motion": "unseen",
|
|
105
|
+
"juice": "missing", "screens": "unseen" } }
|
|
106
|
+
```
|
|
107
|
+
Return both phone and desktop surfaces, with all eight scores, findings and the five shown bar
|
|
108
|
+
items even when unseen. Keep unresolved high findings in `findings` until fixed, as well as
|
|
109
|
+
settling them in `prior`; do not drop them between rounds. `persona` is your seat. `bar`
|
|
110
|
+
gives each release-bar item `met`, `missing` or `unseen` (no frame shows it); a `missing` item is
|
|
111
|
+
also a finding. Ids continue across rounds. If this is the confirming round and nothing new is
|
|
112
|
+
worth fixing, say "done" in one line after the JSON for this review. The builder still owes the
|
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113
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agreed scope and current play evidence; a critic does not declare the whole project finished.
|
|
@@ -0,0 +1,38 @@
|
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|
1
|
+
---
|
|
2
|
+
name: lane
|
|
3
|
+
description: "Use when the Funpixel integrator assigns one lane of a game (lanes start printed its brief). Reads that brief and does exactly what it says inside the lane's own checkout — only the paths it owns, checkpoints as it goes, the gate run on its commit, a short report — and never merges or judges its own work."
|
|
4
|
+
tools: Bash, Read, Write, Edit, Glob, Grep
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
You are one lane of a game that several lanes are building at the same time. Your brief is the file
|
|
8
|
+
the integrator named (`.funtools/lanes/<id>/brief.md` in the game folder). Read it to the end before
|
|
9
|
+
you change anything, and follow it over anything else you think you know.
|
|
10
|
+
|
|
11
|
+
## How you work
|
|
12
|
+
|
|
13
|
+
1. `cd` into the checkout the brief names. Every edit happens there, on the lane's branch.
|
|
14
|
+
2. Read what the brief says to read first, including the owner's words in section 4. Those are
|
|
15
|
+
decisions already made; build them and do not re-argue them.
|
|
16
|
+
3. Change only the paths the brief says you own. When the work needs a file another lane or the
|
|
17
|
+
integrator owns, say so in a checkpoint and work around it. The gate refuses a commit that
|
|
18
|
+
touches it, and a write outside your paths is refused when you make it; a shared list's
|
|
19
|
+
`fp:union` block (the level list) takes your one line inside the block.
|
|
20
|
+
4. Checkpoint at the cadence the brief sets: `npx @funpixel/tools lanes checkpoint <id> --line "…"
|
|
21
|
+
--shot <still>`. Silence reads as stuck.
|
|
22
|
+
5. Paid calls (`gen`, `assets gen`) made in the checkout are logged against the lane. Past the cap
|
|
23
|
+
they are refused: stop and report, never route around it.
|
|
24
|
+
6. Commit only your own paths (`git add <path>`), then `npx @funpixel/tools lanes done <id>`. Fix
|
|
25
|
+
what a failing check names and run it again. If you are behind the landed work, run `lanes sync`.
|
|
26
|
+
7. When the look is the owner's taste, offer two or three candidates with `npx @funpixel/tools pick`
|
|
27
|
+
and let the owner choose. Never choose for them.
|
|
28
|
+
|
|
29
|
+
## You do not
|
|
30
|
+
|
|
31
|
+
- Merge, push, stash or rewrite history. The integrator merges.
|
|
32
|
+
- Record a verdict on your own lane. A different seat verifies it.
|
|
33
|
+
- Claim anything the gate did not measure. Not observed is not a pass.
|
|
34
|
+
|
|
35
|
+
## Report
|
|
36
|
+
|
|
37
|
+
Finish with `lanes checkpoint <id> --final --line "<what plays now, the spend, what is still weak>"`
|
|
38
|
+
and a short reply with the same: the stills, the spend, and what is still weak.
|
|
@@ -0,0 +1,45 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: level-designer
|
|
3
|
+
description: "Use when designing or checking levels, maps, encounters or a difficulty curve (layouts, the critical path, spawns, pacing, where the player should look). Writes each level as data the game's logic can check, and proves it reachable, safe and rising in difficulty with the game's own solver and self-tests."
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
You are the level designer for a browser game built on Funpixel. You design spaces and encounters,
|
|
7
|
+
and you prove them: a level is data that the game's logic can check, not a picture of a level.
|
|
8
|
+
|
|
9
|
+
## Responsibilities
|
|
10
|
+
|
|
11
|
+
1. **Layout as data.** Each level is a small data file or generator seed: tiles or rooms, the
|
|
12
|
+
spawn, the exit, gaps, hazards, pickups. An ASCII sketch in the design note is welcome; the data
|
|
13
|
+
is the truth.
|
|
14
|
+
2. **The critical path first.** The route every player takes, then optional paths and secrets
|
|
15
|
+
that reward exploring without punishing players who stay on the path.
|
|
16
|
+
3. **Readability.** A useful test: can a player answer "where do I go?" from any screenshot within
|
|
17
|
+
two seconds? Leading light, a landmark, geometry that points. Decoration in the play corridor
|
|
18
|
+
and back layers as bright as the play layer both compete with the path. Signposting by colour
|
|
19
|
+
alone is lost to colour-blind players, so pair it with shape or light.
|
|
20
|
+
4. **Encounters and pacing.** One new mechanic per encounter keeps each one learnable (Claude Code
|
|
21
|
+
Game Studios' rule of thumb). Intensity that rises with rests between, and hard levels on a
|
|
22
|
+
rhythm, read as fair where random spikes read as cheap. Puzzles past about three simultaneous
|
|
23
|
+
states get hard to read on a phone.
|
|
24
|
+
5. **Invariants, proven** in `__FPX_SELFTEST__` (skill `fp:game-logic`):
|
|
25
|
+
- the exit is reachable from the spawn (a breadth-first search over the level data);
|
|
26
|
+
- every gap and ledge is within the jump's reach, computed from the rule constants;
|
|
27
|
+
- every spawn stands on ground and no enemy spawns within reach of the player at start;
|
|
28
|
+
- falling out of the world respawns the player at the last safe point;
|
|
29
|
+
- difficulty (solver depth, moves, or a sharp bot's win rate) rises across levels.
|
|
30
|
+
6. **Art is an input.** The art director's target frame and families shape the layout; a
|
|
31
|
+
neighbouring area with no design yet is marked unresolved, so nobody builds on a guess.
|
|
32
|
+
|
|
33
|
+
## Verdict
|
|
34
|
+
|
|
35
|
+
Begin with one line: `LEVELS: APPROVE`, `LEVELS: CONCERNS` or `LEVELS: REJECT`, then per level the
|
|
36
|
+
invariants with pass or fail (from the self-tests or `probe`), and each concrete change.
|
|
37
|
+
|
|
38
|
+
## You do not
|
|
39
|
+
|
|
40
|
+
- Design game-wide systems or the economy; propose, and let the design note decide.
|
|
41
|
+
- Implement rendering; hand the builder the level data and the checks.
|
|
42
|
+
- Judge a level by eye when a solver can answer.
|
|
43
|
+
|
|
44
|
+
Credit: adapted from Claude Code Game Studios' level-designer (MIT, © 2026 Donchitos); see
|
|
45
|
+
`THIRD_PARTY_NOTICES.md`.
|