@genex-ai/cli-demo 0.78.1-dev.203 → 0.80.2-dev.213

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+ ---
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+ name: genex-game-director
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+ description: The Genex game director — the entry point for every Genex build. Checks what your environment can do, writes the DESIGN.md design contract, routes any new-game, feature, or component request to the right Genex skills in the right order, and fans independent modules out to your sub-agents when you have them. Load first for any game work, or when unsure which skill applies.
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+ ---
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+
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+ # Genex Game Director
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+
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+ Own the end-to-end outcome: a finished, playable, good-looking game — not a
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+ tech demo that boots. You are the director; the other Genex skills are your
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+ specialists. Load only the skills that change the result; never the whole
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+ pack by default.
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+
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+ ## 1. Check what you can do (once, before planning)
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+
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+ Look at your own tool list and note the answers — the rest of this workflow
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+ uses them:
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+
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+ - **A question tool?** Something that asks the player a structured question
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+ with clickable options. If you have one, use it wherever this workflow says
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+ "ask"; if not, a short numbered list in plain chat.
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+ - **Sub-agents?** A way to hand a scoped task to a background worker. If you
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+ have them, delegation (§6) is your default for independent modules; if not,
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+ do the same work yourself, in the same order — nothing else changes.
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+ - **A browser?** If you can open pages and take screenshots, verify visuals
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+ yourself; if not, ask the player to look and tell you what they see.
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+
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+ Never claim a capability you didn't find, and never stall because one is
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+ missing.
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+
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+ ## 2. Scope check — what is this?
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+
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+ - **A new game** → the full flow: contract (§3), teams menu (§4), build order
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+ (§5), delegation (§6).
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+ - **A feature or fix for an existing game** → read the game's `DESIGN.md` if
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+ present (keep it current as you work; create a stub if it's missing and the
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+ change is big), then load just the skills the
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+ [routing map](references/routing-map.md) names for the touched systems.
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+ Read before writing: learn the current renderer choice, physics setup, and
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+ file conventions first, then extend them — don't rebuild working systems or
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+ switch renderers mid-project.
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+ - **A component or tool** — a custom controller, a shader, an asset-pipeline
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+ piece → skip the contract; route straight to the matching skills via the
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+ routing map. Mostly we build games, but nothing here breaks for
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+ game-adjacent work.
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+
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+ ## 3. The design contract — DESIGN.md
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+
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+ Before rendering code, write `DESIGN.md` at the project root from
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+ [references/design-contract.md](references/design-contract.md). Post a short
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+ summary in chat (the plan-message duties from `$genex-threejs-game-ui` fold
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+ into this file plus that summary). The file is the single source of truth:
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+ sub-agents build against it, and after any long break it is how work resumes.
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+ Keep it current — decisions land in its log the moment they're made.
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+
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+ ## 4. Know your teams — what we can generate
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+
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+ Plan the DESIGN.md Assets table from this menu. Details, flags, and approval
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+ steps live in each owning skill — load it when its lane fires:
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+
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+ - `npx genex model "<prompt>"` — a real 3D thing (GLB): what you chase,
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+ drive, fight → `$genex-ai-model`
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+ - `npx genex texture "<prompt>"` — any surface bigger than a prop
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+ (`--terrain` for ground) → `$genex-ai-texture`
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+ - `npx genex skybox "<prompt>"` — a described 360° sky when the game is
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+ outdoors → `$genex-ai-skybox`
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+ - `npx genex sfx "<prompt>"` — the core verb and every impact →
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+ `$genex-ai-sfx`
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+ - `npx genex image "<prompt>"` — posters, signs, sprites, decals, HUD art
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+ (`--transparent` for anything laid on a surface) → `$genex-ai-image`,
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+ `$genex-ai-hud`
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+ - `npx genex video "<prompt>"` — in-world screens, billboards, an animated
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+ menu backdrop (`--loop` for seamless) → `$genex-ai-video`, `$genex-ai-menu`
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+ - `npx genex character "<prompt>"` — a custom playable humanoid (REQUIRED
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+ player approvals — §7) → `$genex-ai-character`
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+ - `npx genex controller character|car|drone|touch|quality` and
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+ `npx genex animations search "<intent>"` — ready-made, tuned movement and
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+ motion; never write movement physics from scratch →
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+ `$genex-threejs-character-controller`,
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+ `$genex-threejs-vehicle-controllers`, `$genex-threejs-touch-controls`,
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+ `$genex-threejs-adaptive-quality`
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+
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+ Run the commands inside the project (the `@genex-ai/cli-demo` dev dependency
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+ makes `npx genex` resolve to the right CLI). Each prints a permanent
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+ `assets.genex.technology` URL you load straight from at runtime — the asset
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+ lives in Genex storage, not your repo, so there's nothing to commit; each
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+ owning `genex-ai-…` skill has the exact loader code. Prefer the procedural skills in
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+ the routing map for abstract/parametric/animated systems (no files, infinite
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+ variation); prefer these generators for concrete, describable, photoreal
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+ assets — they complement each other. Assets you didn't plan don't exist: if
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+ the menu has a lane this game needs, put a row in the Assets table.
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+
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+ **Generate a core asset set by default — don't wait to be asked.** For any
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+ game that needs concrete objects or surfaces, decide a small core set from the
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+ game IDEA — and from the Content lines when there are any (locations and the
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+ enemy roster name the set) — and put it in the Assets table up front. This set
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+ is concept-INDEPENDENT (prompted from the idea, not the concept image, and it
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+ mostly survives a style change), so it does NOT wait on the concept yes. Each
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+ `npx genex` job is an independent ~1-minute render: launch them concurrently
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+ in the background (`--no-wait`), scaffold the scene while they run, and wire
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+ each in as it lands, with a procedural placeholder until then:
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+
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+ - the **hero model** the player controls or chases (`npx genex model`),
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+ - one key **texture** for the ground/main surface (`--terrain` for ground),
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+ - a **skybox** when the scene is outdoors,
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+ - a **sfx** or two for the core action and its feedback.
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+
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+ Skip generation only for purely abstract/geometric games. For three.js
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+ questions no skill covers, use the official three.js documentation
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+ (https://threejs.org/docs/) — the skills cover the Genex-specific parts, not
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+ the whole engine.
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+
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+ ## 5. Build order — the same hard floors, one owner
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+
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+ The mandatory rows, in order, each with its one "done when" line:
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+
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+ 1. **Identity first** — load `$genex-threejs-embed-auth` unconditionally,
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+ every game (multiplayer or not), before any boot code. Done when:
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+ `initEmbed(...)` runs at the very top of boot and the right gate
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+ (`waitForPlayer()` vs `waitForAuth()`) is wired.
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+ 2. **Adaptive quality at boot** — `$genex-threejs-adaptive-quality`. Done
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+ when: the device tier is wired at boot (tier-capped pixel ratio), the
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+ governor runs in the loop, and generated skyboxes/textures load through
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+ their rungs. Phones enforce a hard GPU-memory kill desktop testing never
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+ shows; the tier is what keeps a phone boot alive.
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+ 3. **UI plan gate** — `$genex-threejs-game-ui`, every game: the screen
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+ inventory, one shared style brief, 2–3 AAA references, the menu archetype,
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+ then the concept image with its full HUD already on it. Show the player
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+ the picture the moment it lands and ask the keep-or-change question with
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+ your question tool. Done when: the player said yes to a frame. The yes
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+ gates ONLY style-dependent art — everything else keeps moving while you
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+ wait.
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+ 4. **Content contract when the request names plural content** — quests,
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+ enemies, bosses, locations, spells, items, or a content genre (an RPG, an
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+ adventure, an open world, a story game) — `$genex-threejs-game-content`.
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+ Its countable lines live in DESIGN.md's Content section, written before
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+ the asset batch (the asset set derives from it). Done when: every plural
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+ noun of the request has a countable line. Shrinking one is a question to
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+ the player, never a silent cut.
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+ 5. **Route the rest** via [references/routing-map.md](references/routing-map.md):
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+ the smallest useful skill set, the execution order, the visual-direction
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+ gate (renderer baseline + named post stack), and the world-dressing
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+ decision. Done when: DESIGN.md names the chosen skills and gates.
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+ 6. **Multiplayer when 2+ players share a world** — `$genex-threejs-multiplayer`
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+ before any networking code. Choose the net model from the experience
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+ (`connect()` for one ongoing drop-in world, `matchmake()` for fresh capped
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+ matches) — never ask the player to pick an SDK API. When a Play/Online
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+ button exists, nothing connects before the click. A `matchmake()` game
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+ declares its `genex.matchmaking` block before preview. Done when: the
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+ model, start rule, and late-join behavior are stated in DESIGN.md and the
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+ netcode feel gate ran before handoff.
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+ 7. **Ship the first playable v0 fast and preview it.** The scaffold prompt
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+ owns the player-facing milestones and links — don't restate them; obey
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+ them. Done when: the player has a draft link within about ten minutes of
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+ the build starting.
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+
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+ Two rules for every game that moves (decide both before building, state them
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+ in DESIGN.md):
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+
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+ - **Pointer bucket** — the bundled `FollowCamera` locks the pointer by
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+ default on desktop, so this is mostly a decision to opt OUT. **Mandatory
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+ pointer lock**: first-person of any kind, and any mouse-aimed action
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+ (third-person shooter, FPS, sniper, turret, crosshair/reticle) — leave it
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+ on. **Lock by default**: third-person free-camera action/adventure —
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+ drag-orbit (`pointerLockAim: false`) only with a stated reason (e.g. a
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+ cursor-heavy UI core). **Never**: cursor-core games (click-to-move, tower
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+ defense, builder, card/puzzle), orbit showcases, touch-only — these MUST
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+ pass `pointerLockAim: false`. Keyboard-only games (racer, platformer) lock
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+ too: the cursor is either a gameplay tool or locked away during play. The
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+ mechanism and the full aim contract live in
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+ `$genex-threejs-camera-direction`.
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+ - **Input direction** — D/ArrowRight must move or turn the player
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+ screen-RIGHT, mouse-right must turn the view right, drag-pan axes share one
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+ convention. The screen-direction contract and verified copy-paste bases
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+ live in `$genex-threejs-camera-direction` — hand-rolled steering/pan/look
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+ math copies one instead of deriving signs, and the smoke check's
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+ input-direction pass verifies it.
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+
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+ ## 6. Delegate — sub-agents own Modules rows
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+
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+ If your environment has sub-agents, delegation is the DEFAULT for every
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+ independent DESIGN.md Modules row — not a big-game special case. If it
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+ doesn't, run the same rows yourself in order; the `--no-wait` generation
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+ pattern still hides most latency. Either way this skill is worn by the main
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+ agent: you stay the director.
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+
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+ - One row = one worker = one disjoint file set. One writer per file — that
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+ rule is anti-collision, never a reason to serialize work.
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+ - You stay the integrator and the only writer of shared files (boot, main
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+ loop, netcode). Workers never spawn workers — one level deep, always.
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+ - Concept-DEPENDENT rows (the HUD chain, style-matched art) wait for the
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+ player's yes on the concept; concept-INDEPENDENT rows (world/terrain,
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+ content data, enemies, asset wiring) launch immediately. Typing a big game
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+ alone, line by line, is how sessions run out before the world exists.
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+ - Give each worker everything by path: the `DESIGN.md` path, its Modules row,
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+ and the skill files it needs (skills live in this project —
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+ `.claude/skills/<name>/SKILL.md`, `.codex/skills/…`, or `.cursor/skills/…`,
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+ whichever this project has). A worker prompt shape that works: "You own the
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+ `<row>` module of `<project>/DESIGN.md` — read it first, then read the
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+ named skill files. Build ONLY the files your row owns. Generate ONLY your
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+ row's assets already marked `planned` in the Assets table; anything new you
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+ need, add it as a `proposed` row and say so. Report what landed and what's
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+ left."
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+ - **The Assets table is the budget.** A worker runs generation commands only
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+ for its own rows already marked `planned`; anything new it wants goes in as
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+ a `proposed` row for you to approve first. An asset-shepherd lane polls
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+ `npx genex wait --all` and wires + flips landed rows to `wired` — it never
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+ enqueues. (Whoever wires the HUD after a worker finishes follows
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+ `$genex-ai-hud`'s handoff rule: read the produced mask/bbox JSON from disk,
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+ never wire from a prose summary.)
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+ - Do NOT spawn workers to write extra test suites or audits — one
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+ verification worker at most, running the smoke checks the scaffold prompt
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+ already requires.
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+
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+ ## 7. A custom playable character (Meshy) — approvals are the product
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+
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+ Use the existing VRM + UAL character controller by default
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+ (`npx genex controller character`). Use `npx genex character` when the game
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+ needs a custom generated humanoid or an action unavailable in UAL. Before
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+ generating a Meshy character, discuss two or three visual directions. When the
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+ user names a visual reference, inspect references before writing the concept
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+ prompt. Recommend a neutral A-pose for characters that will be rigged.
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+
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+ Generate concept images first and show the actual images to the user. Do not
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+ start Image-to-3D until the user explicitly selects a candidate. Generate
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+ exactly three concepts, all neutral A-pose; never use a dynamic concept pose
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+ or silently fall back to T-pose. Warn that held, slung, or overlapping props
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+ and straps can fuse into the body or obscure limbs, and recommend separate
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+ gameplay props. Only after the explicit choice, run
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+ `npx genex character preview <concept-id> --candidate <1|2|3> --user-approved`.
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+
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+ Meshy Image-to-3D first produces an unremeshed high-detail model. Show its
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+ front, back, left, and right views and report its measured face count. Preserve
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+ that model in R2. Before rigging, ask the user to approve a separate
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+ 10,000-face triangle remesh. The 10k remesh—not the high-detail source—is
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+ rigged and animated. Keep every pre-animation generation in the selected
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+ neutral A-pose. Wait for that explicit approval before
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+ `npx genex character finalize <preview-id> --user-approved --approve-remesh 10000 [--animation <action-id>…]`.
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+ (`npx genex character "<prompt>" --direct-text` is the explicit legacy
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+ one-shot path, not a substitute for these approvals.)
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+
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+ Load `$genex-ai-character`, search Meshy actions first with
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+ `npx genex animations search "<intent>" --json`, and use returned action IDs;
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+ never invent IDs. Meshy limb rotations play unchanged. Never freeze hand tracks
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+ or apply post-mixer arm, hand, leg, or foot corrections. Only horizontal root
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+ or hip translation may be normalized for Rapier. In both lanes, the
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+ ECCTRL-derived character controller owns collision and world translation.
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+ Before handoff, visibly check idle, walk, run, crouch-idle, crouch-move, and
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+ jump — shoulders, elbows, wrists, hands, both leg cycles, and feet — and press
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+ every control the HUD advertises.
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+
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+ ## 8. Fresh-eyes review — before publish
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+
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+ Take the game's current screenshots (desktop and phone sizes) and hand them,
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+ with DESIGN.md only, to a fresh reviewer — a sub-agent if you have one,
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+ otherwise re-read them yourself adversarially, looking to refute "it's done":
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+ untextured surfaces, a bare HUD, missing screens, Content lines not in the
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+ game, Assets rows never flipped to `wired`. Fix or honestly report what it
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+ finds; never publish over an unacknowledged gap.
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+
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+ ## 9. Say it straight
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+
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+ "Loaded" means you read a file. "Built" means the thing runs. "Done" means its
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+ "done when" line is true. Never report a skill as applied because you read it,
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+ an asset as wired because it generated, or a gate as passed because you meant
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+ to.
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+ # The design contract — DESIGN.md
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+
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+ Write `DESIGN.md` at the game project root before any rendering code, from the
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+ template below. Plain game language, readable by the player, committed to the
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+ game's repo (it travels into remixes). It is a working document, not paperwork:
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+ it replaces the plan you would otherwise post only in chat, and it is the
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+ recovery point after any long break — sub-agents read it by path, and so do
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+ you when a session resumes.
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+
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+ Rules the director enforces about this file:
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+
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+ - Create it right after the scope check, before the concept generation; fill
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+ sections as decisions land and keep it current (stale is worse than short).
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+ - **The Modules table is the delegation contract**: one row per independent
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+ lane, and a row's "Owns files" set never overlaps another row's. One writer
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+ per file.
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+ - **The Assets table is the budget**: the asset list falls out of Content
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+ (enemies → models, an arena → a ground texture, outdoors → a skybox).
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+ Status flow per row: `proposed → planned → generating (id) → landed (URL) →
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+ wired`. Workers generate only their own rows already marked `planned`; new
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+ wants enter as `proposed` for the main agent to approve; the asset shepherd
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+ flips statuses and never enqueues. Re-rolls follow the player's notes only.
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+ The `Wired?` column exists because "generated but never wired in" is the
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+ most common way finished art gets lost — a row isn't done at `landed`.
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+ - Shrinking any Content line is a question to the player first, never a
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+ silent cut.
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+
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+ ## Template
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+
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+ ```markdown
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+ # <Game name> — Design
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+
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+ _Living document — the agent keeps this current; changes land in the log at
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+ the bottom._
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+
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+ ## Concept
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+ One paragraph: what the game is, what playing it feels like.
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+ Concept image: <asset URL> (candidate <n> — my pick, approved by the player
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+ on <date>)
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+
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+ ## Core loop
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+ - **You do:** <primary verb — drive, shoot, build…>
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+ - **To:** <objective>
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+ - **Under pressure from:** <what pushes back>
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+ - **You earn:** <reward / progression>
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+ - **You lose when:** <fail state> → **and retry by:** <restart shape>
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+
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+ ## Content (only when the request names plural content or a content genre)
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+ Every plural noun from the request becomes a countable line:
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+ - Quests: <N>, chained by <how>
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+ - Locations: <named list>
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+ - Enemies: <N kinds, which are bosses>
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+ - Grows: <levels/gear/abilities> · Earn/spend: <economy>
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+ - Ten minutes in, I am: <one honest sentence>
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+
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+ ## Screens & UI
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+ Screens: <loader, menu, HUD, pause, win/lose…> · Style brief: <one line>
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+ References: <2–3 named games> · Menu archetype: <name>
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+
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+ ## Assets — the generation plan AND the budget
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+ | Asset | Kind | Status | Wired? |
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+ |------------------|-------------|---------------------------------|--------|
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+ | Concept + HUD | image | landed → <URL> (candidate <n>) | n/a |
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+ | <main surface> | texture | generating (<id>) | — |
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+ | <hero model> | model | planned | — |
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+ | Menu still+video | image+video | blocked on concept yes → queued | — |
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+ Status flow: proposed → planned → generating (id) → landed (URL) → wired.
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+ (Optionally note the prompt gist per row — it makes style-change re-rolls one
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+ command.)
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+
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+ ## World & scale
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+ <Size in numbers if open world; arena bounds otherwise. Streamed terrain? y/n>
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+
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+ ## Multiplayer
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+ <single-player | ongoing world (connect) | fresh matches (matchmake: quorum,
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+ teams, backfill…)> — and why. Play-button rule: nothing connects before the
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+ click (when a Play screen exists).
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+
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+ ## Modules — the build split
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+ | Module | Owns files | Built by | Done when |
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+ |---|---|---|---|
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+ | Boot & identity | src/main.ts, src/genex-boot.ts | main agent (only writer) | boots, tier wired, initEmbed runs |
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+ | World/terrain | src/world/** | sub-agent when available | walkable, matches World & scale |
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+ | Quests & dialogue data | src/content/** | sub-agent when available | counts match Content lines |
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+ | Enemies/AI | src/enemies/** | sub-agent when available | roster matches Content |
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+ | HUD chain (style-dependent) | src/ui/** | sub-agent AFTER concept yes | all screens from Screens & UI |
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+ | Verification | (no source files) | one sub-agent max | smoke check notes per milestone |
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+
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+ ## Decisions & changes
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+ - <date> — <one-liner per decision, including anything the player said no or
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+ yes to>
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+ ```
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+
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+ ## Filled example (a small arena shooter)
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+
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+ ```markdown
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+ # Rustyard — Design
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+
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+ ## Concept
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+ A scrap-robot arena shooter: you skate a magnetized junkyard bot around a
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+ crusher pit, blasting rival bots into spare parts before the magnet cycle
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+ pulls everything in. Fast, crunchy, thirty-second lives.
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+ Concept image: https://assets.genex.technology/g/rustyard/concept.png
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+ (candidate 2 — approved 2026-07-20)
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+
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+ ## Core loop
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+ - **You do:** skate + shoot
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+ - **To:** outscore three rival bots before the magnet cycle ends
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+ - **Under pressure from:** rivals hunting you; the pit's edges electrify as
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+ the cycle counts down
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+ - **You earn:** scrap for hits → speed/armor pickups mid-round
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+ - **You lose when:** your bot breaks → **and retry by:** one key, instant
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+ respawn, same round
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+
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+ ## Screens & UI
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+ Screens: loader, title menu, HUD (health, scrap, cycle timer), pause,
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+ win/lose. Style brief: oily metal, warning-stripe accents, stencil type.
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+ References: <three named AAA games>. Menu archetype: hangar pan.
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+
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+ ## Assets
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+ | Asset | Kind | Status | Wired? |
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+ |------------------|---------|----------------------------|--------|
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+ | Concept + HUD | image | landed → <URL> (cand. 2) | n/a |
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+ | Junkyard ground | texture | landed → <URL> | yes |
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+ | Player bot | model | generating (gen_8f2k) | — |
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+ | Rival bot | model | planned | — |
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+ | Overcast sky | skybox | landed → <URL> | yes |
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+ | Blaster zap | sfx | landed → <URL> | yes |
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+ | Menu still+video | image+video | blocked on concept yes | — |
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+
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+ ## World & scale
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+ One 60×60 m arena, walled; no streaming.
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+
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+ ## Multiplayer
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+ Single-player v1 (rivals are host-free local AI). Revisit after publish.
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+
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+ ## Modules
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+ | Module | Owns files | Built by | Done when |
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+ |---|---|---|---|
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+ | Boot & identity | src/main.ts | main agent | boots, tier wired, initEmbed runs |
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+ | Arena & pickups | src/world/** | sub-agent | walkable, magnet cycle fires |
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+ | Rival AI | src/enemies/** | sub-agent | 3 rivals hunt + shoot |
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+ | HUD chain | src/ui/** | sub-agent after yes | all 5 screens live |
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+
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+ ## Decisions & changes
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+ - 2026-07-20 — player picked concept candidate 2; asked for "more sparks".
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+ - 2026-07-20 — sparks added as the ambient-motion loop, not particles-everywhere.
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+ ```
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  # Routing Map
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- Use this reference when a Genex game request touches multiple visual systems.
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+ The director's routing source: which skill owns which system, the execution
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+ order for a Genex game, and the acceptance gate. Use it for every game and
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+ whenever a request touches multiple visual systems.
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  ## Three.js version and references
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8
 
@@ -13,6 +15,48 @@ the user asks to upgrade. Use official Three.js docs first, then official
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  examples as implementation references. Match examples to the project's installed
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  Three.js release or branch, and do not blindly copy demo architecture.
15
17
 
18
+ ## Route by system
19
+
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+ | Work needed | Load |
21
+ | --- | --- |
22
+ | shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, mouse-aimed action (shooter, FPS/first-person, sniper, turret, crosshair/reticle), mouse-look, hand-rolled steering/pan/look input signs (screen-direction contract), floating origins | `$genex-threejs-camera-direction` |
23
+ | on-foot player movement: walk/run/jump/crouch, third-person character, slopes, stairs, moving platforms, personal VRM animation, directional locomotion, transitions, action motion | `$genex-threejs-character-controller` |
24
+ | a custom generated playable humanoid or Meshy animation coverage beyond UAL: reference-informed A-pose concepts, explicit candidate + 10k-remesh approvals, exact action IDs, same-rig adapter | `$genex-ai-character` + `$genex-threejs-character-controller` |
25
+ | the player drives or flies something: cars, drones, vehicle physics, gearbox, enter/exit between character and vehicle | `$genex-threejs-vehicle-controllers` |
26
+ | playable on phones: touch/mobile input for any game — joystick, virtual buttons, drag zones, per-genre touch recipes, rotate-device overlay — wired by default for every NEW game when a recipe fits (skip with a one-line reason) | `$genex-threejs-touch-controls` |
27
+ | phone-survivable rendering — device tiers, DPR/shadow/post budgets, the runtime quality governor, per-tier asset rungs for generated skyboxes/textures, the Quality picker, dispose-on-swap discipline — **mandatory for every game at boot wiring** | `$genex-threejs-adaptive-quality` |
28
+ | anything falls, collides, gets pushed, or needs physics: Rapier world setup, colliders for meshes and GLBs, collision events | `$genex-threejs-physics-rapier` |
29
+ | launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | `$genex-threejs-procedural-animation` |
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+ | reusable scalar/vector fields, domain warping, causal masks, procedural normals | `$genex-threejs-procedural-fields` |
31
+ | atlas-filtered blocks, planetary surfaces, terrain wetness, lava/emissive procedural surfaces, authored frame PBR, specular AA | `$genex-threejs-procedural-materials` |
32
+ | sculpted rails/frames, branch rings, semantic mesh writers, material groups | `$genex-threejs-procedural-geometry` |
33
+ | trees, stylized grass, GPU-computed grass fields, branching organisms, roots, foliage, rooted wind deformation | `$genex-threejs-procedural-vegetation` |
34
+ | buildings, façade grammars, profiles, ornaments, modular mesh writers | `$genex-threejs-procedural-architecture` |
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+ | planets, terrain, craters, biome fields, coastlines, spherical detail | `$genex-threejs-procedural-planets` |
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+ | sky scattering, planetary shells, depth-based aerial perspective | `$genex-threejs-atmosphere-aerial-perspective` |
37
+ | weather-driven raymarched clouds and cloud shadows | `$genex-threejs-volumetric-clouds` |
38
+ | hero open-water FFT oceans (expensive — only when open water IS the game): spectral cascades, hybrid FFT/Gerstner clear water, choppy derivatives, Jacobian whitecaps | `$genex-threejs-spectral-ocean` |
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+ | **default water**: an ocean, sea, lake, river, or pool the game plays on or around — authored analytic waves, bounded heightfield pools, object ripples, differential-area caustics, shared normals, heuristic refraction, fallback absorption, crest foam | `$genex-threejs-water-optics` |
40
+ | falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, surface wetness | `$genex-threejs-precipitation-surfaces` |
41
+ | curved-ray black holes, accretion disks, wormholes | `$genex-threejs-raymarched-space-effects` |
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+ | particles, trails, plasma, shockwaves, layered event effects | `$genex-threejs-procedural-vfx` |
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+ | accumulated screen frost, touch clearing, reduced blur, and refraction masks | `$genex-threejs-temporal-surfaces` |
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+ | the light rig and where light belongs: sun/moon key, practical lights (campfire, torch, neon, lava), emissive-to-light coupling, light shafts and visible beams, fog mood, light signals, flicker, a scene that reads flat or uniformly lit | `$genex-threejs-lighting-design` |
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+ | stable large-world shadows, cascades, clipmaps, cached updates | `$genex-threejs-shadow-systems` |
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+ | GTAO, bent normals, bilateral reconstruction | `$genex-threejs-screen-space-ambient-occlusion` |
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+ | HDR bloom and selective emission contribution | `$genex-threejs-bloom` |
48
+ | eye adaptation, tone mapping, LUT grading, output color | `$genex-threejs-exposure-color-grading` |
49
+ | shared depth/normal/velocity ownership and multi-pass ordering | `$genex-threejs-image-pipeline` |
50
+ | fixed-view diagnostics, seed sweeps, temporal and budget evidence | `$genex-threejs-visual-validation` |
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+ | game content named in the plural or a content genre: quests, objectives, NPCs, dialogue, shops, inventory, loot, XP/progression, an RPG/adventure/story game — **mandatory whenever the ask names content**, and its content contract is written before the asset batch | `$genex-threejs-game-content` |
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+ | a big/open world: kilometers of terrain, multiple regions or locations, exploration, points of interest, biomes, world streaming | `$genex-threejs-open-world` |
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+ | the 2D interface — HUD, menus, pause/win/lose screens, loaders, lobby, on-screen text and buttons, UI state flow — **mandatory for every game**, and its "Plan the UI first" gate runs right after the concept is locked | `$genex-threejs-game-ui` |
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+ | a cinematic menu — main menu/title/pause/victory/defeat/lobby/credits with a looping generated video backdrop behind DOM buttons | `$genex-ai-menu` |
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+ | a cohesive art-directed HUD — generated sprite set (matched frames, masks, icons in one style) wired with masked fills | `$genex-ai-hud` |
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+ | the game works but feels flat, floaty, or unresponsive: input response, acceleration curves, camera shake, hit feedback, hitstop, cooldowns, difficulty ramp, fail/retry loop | `$genex-threejs-game-feel` |
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+ | realtime multiplayer: movement sync, a shared ball/NPC, host-run scores/enemies, shots/emotes, persistence | `$genex-threejs-multiplayer` |
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+ | player identity, sign-in, guests, saves/progress, per-player state, a shared persistent world, leaderboards — **mandatory for every game** | `$genex-threejs-embed-auth` |
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+
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  ## Execution order
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61
 
18
62
  1. Define the game contract: player verb, win/interaction loop, target device,
@@ -29,12 +73,10 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  additionally fixes the world's scale class as a number here via
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  `$genex-threejs-open-world` — kilometers of streamed terrain, never one
31
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  fogged plane. Scope belongs to the user: shipping fewer or smaller than
32
- the ask requires their explicit OK through a structured question (your
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- environment's structured question tool when it has one Claude Code:
34
- `AskUserQuestion`; Codex: `request_user_input`; if none, e.g. Cursor, a
35
- short numbered list in chat) — a
36
- "vertical slice first" is a build order, never a license to shrink the
37
- destination silently.
76
+ the ask requires their explicit OK through a question with real options
77
+ (your question tool when you have one; a short numbered list in chat
78
+ otherwise) a "vertical slice first" is a build order, never a license
79
+ to shrink the destination silently.
38
80
  2. Wire player identity before any boot code: `$genex-threejs-embed-auth` is
39
81
  mandatory for every game (`initEmbed(...)` + the `waitForPlayer()` gate) —
40
82
  saves, leaderboards, and multiplayer auth all come from it.
@@ -45,9 +87,8 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  game-ui gate) WITH the full HUD composited over it: the `$genex-ai-hud`
46
88
  Stage-1 image, one generation serving as concept, style checkpoint, and
47
89
  HUD blueprint (never a separate UI-free concept first). Show it to the user
48
- the moment it lands and get a keep-or-change answer through the
49
- environment's structured question tool (Claude Code: `AskUserQuestion`;
50
- Codex: `request_user_input`; numbered-list fallback otherwise). This answer
90
+ the moment it lands and get a keep-or-change answer through your question
91
+ tool (a short numbered list in chat when you have none). This answer
51
92
  GATES — but only the style-dependent pipeline: until the user approves a
52
93
  frame, do NOT enqueue the Tier-2 art that builds on the look (the
53
94
  `$genex-ai-hud` Stage-2 chain, and the `$genex-ai-menu` still + video
@@ -58,10 +99,10 @@ Three.js release or branch, and do not blindly copy demo architecture.
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99
  arrive, and later `--edit`-able generations anchor to the approved frame for
59
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  STYLE while the game contract owns content. Everything that does NOT depend
60
101
  on the look — scaffold, boot wiring, the core loop, and the
61
- concept-independent content subagents below keeps building in parallel
62
- while the answer is pending, so the wait is never idle. Skipping this enqueue is
63
- the #1 way a finished game ships an ugly HUD — by step 12 there is nothing
64
- to swap in.
102
+ concept-independent worker lanes (the director's Delegate section)
103
+ keeps building in parallel while the answer is pending, so the wait is
104
+ never idle. Skipping this enqueue is the #1 way a finished game ships an
105
+ ugly HUD — by step 12 there is nothing to swap in.
65
106
  4. Lock the visual direction — the same plan-first logic as the UI gate, in
66
107
  the same plan block, before any rendering code:
67
108
  - **camera**: the rig type and the pointer bucket
@@ -144,7 +185,7 @@ Three.js release or branch, and do not blindly copy demo architecture.
144
185
  Emissive-only is a real answer said in one line; a coupled practical
145
186
  light is the step up; one white ambient wash over everything is the
146
187
  unlit look with extra steps, and it reads the same at noon and at
147
- midnight. `$genex-threejs-lighting-design` owns this gate;
188
+ midnight. `$genex-threejs-lighting-design` owns that gate;
148
189
  Planning is not building: effects still land LAST (steps 10–11); this step
149
190
  only fixes the target so the look isn't improvised pass-by-pass at the end.
150
191
  5. Wire the gameplay layer for the player verb: the physics world via
@@ -217,61 +258,23 @@ Three.js release or branch, and do not blindly copy demo architecture.
217
258
  13. Validate in a real browser with fixed seeds, captures, interaction checks,
218
259
  and performance evidence.
219
260
 
220
- ## Parallelize with subagents — the default whenever the environment has them
221
-
222
- Generations already render server-side in parallel — the wall-clock savings
223
- live in the ATTENDED chains. Whenever the coding agent supports background
224
- subagents (e.g. Claude Code's Agent tool), fanning the independent work out is
225
- the DEFAULT, not a big-scope special case: split every disjoint chain below off
226
- by default and keep the main thread building. In environments without them
227
- (Cursor), the same order simply runs sequentially and the `--no-wait` pattern
228
- still hides most generation latency.
261
+ ## Delegation
229
262
 
230
- **One ordering rule from the concept gate (step 3):** subagents that build ON
231
- the look are CONCEPT-DEPENDENT and wait for the user's keep/change yes the
232
- HUD chain worker and any style-matched art. Subagents that do NOT depend on the
233
- look the content-module fan-out, verification of concept-independent parts
234
- launch immediately and run while the concept answer is still pending. Never let
235
- the pending yes stall concept-independent work, and never fan out
236
- concept-dependent work before it.
263
+ Fan-out is owned by the director: sub-agents own DESIGN.md Modules rows,
264
+ concept-DEPENDENT lanes wait for the player's yes on the concept, one writer
265
+ per file, workers never spawn workers, and the Assets table is the budget
266
+ the full rules and the worker prompt shape live in the Delegate section of
267
+ `$genex-game-director`. This map adds no separate delegation rules; it is the
268
+ routing source the director and its workers read.
237
269
 
238
- - **HUD chain worker (concept-dependent — starts on the yes).** The moment the
239
- user APPROVES the concept, hand the whole
240
- `$genex-ai-hud` chain to one subagent: pick the better candidate → Stage-2
241
- sheet → clean → extract → masks → write the sprite wiring. Its prompt must
242
- be self-contained — the style brief, the approved mockup URL, the
243
- output dir, and exactly which files it owns. **Handoff rule:** whoever
244
- wires the HUD after the subagent finishes MUST read the produced
245
- `*.annotated-progress.json` and `.bbox.json` files from disk — fillBox
246
- numbers, `segments`, and sprite dims do not survive a prose summary, and
247
- wiring from the summary is how validated masks end up on disk while the
248
- shipped fill is a naive width%.
249
- - **Asset shepherd.** One subagent runs `npx genex wait` on every queued ID
250
- and wires each asset in as it lands (skybox, models, menu video, dressing),
251
- swapping placeholders out and reporting each swap.
252
- - **Verification runner.** Browser evidence — screenshots, control presses,
253
- the menu loop-seam watch, in-situ checks of placed art — can run in a
254
- subagent while the main agent keeps building.
255
- - **Content module fan-out (big scopes — concept-independent, launch immediately).**
256
- When the content contract names a
257
- big world or several content systems, serial hand-typing is what runs out
258
- of session: split the gameplay modules across parallel subagents instead —
259
- one each for world/terrain, quest + dialogue DATA, enemies/AI, items/
260
- economy — against a short written module contract (the shared state
261
- object's shape, the event names, the content tables from
262
- `$genex-threejs-game-content`, exact file ownership). Ship the
263
- walking-skeleton v0 preview FIRST, then let the content agents land behind
264
- it — the preview cadence and a long parallel build are not in conflict:
265
- the user walks the skeleton while the world grows. Each subagent reports
266
- deviations from the module contract; the main agent reconciles and stays
267
- the only writer of the entry point.
270
+ ## Routing rules
268
271
 
269
- Hard rules: **one writer per file** each subagent owns a disjoint file set
270
- (the HUD worker owns the hud modules and `public/assets/hud/`, the shepherd
271
- owns asset-wiring modules), and the main agent stays the only writer of
272
- gameplay/netcode. Merge points are explicit: a subagent reports what it
273
- changed, the main agent reconciles. Never put two writers on the same
274
- module a corrupted entry point costs more than the minutes saved.
272
+ - Build silhouette, motion, and material readability before adding image
273
+ effects. Never dress a primitive shape in glow or bloom to fake quality —
274
+ authored forms first, then materials, then lighting, then effects last.
275
+ - Keep game logic, simulation state, visual fields, and screen-space passes
276
+ separated unless coupling is intentional.
277
+ - Prefer deterministic seeds and named controls for every procedural system.
275
278
 
276
279
  ## Acceptance gate
277
280
 
@@ -26,8 +26,9 @@ out automatically — only `genex-*`-named files are removed, never yours.
26
26
  - **agents/** - example subagent definitions (Claude Code).
27
27
  - **commands/** - example slash commands (Claude Code).
28
28
 
29
- Start with `$genex-threejs-skill-router` for broad game or graphics requests.
30
- It routes the agent to focused skills for cameras, procedural geometry,
29
+ Start with `$genex-game-director` for any game or graphics request. It checks
30
+ what your environment can do, writes the `DESIGN.md` design contract, and
31
+ routes the agent to focused skills for cameras, procedural geometry,
31
32
  materials, atmosphere, water, weather, VFX, lighting, post-processing, and
32
33
  visual validation.
33
34