@jarrodmedrano/claude-skills 1.0.1 → 1.0.3

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  1. package/.claude/skills/game-design-theory/SKILL.md +102 -0
  2. package/.claude/skills/game-design-theory/design-principles.md +308 -0
  3. package/.claude/skills/game-design-theory/gameplay-elements.md +213 -0
  4. package/.claude/skills/game-design-theory/player-psychology.md +175 -0
  5. package/.claude/skills/game-design-theory/playtesting.md +321 -0
  6. package/.claude/skills/game-design-theory/storytelling.md +219 -0
  7. package/.claude/skills/game-feel/SKILL.md +305 -0
  8. package/.claude/skills/game-feel/references/adsr-tuning.md +271 -0
  9. package/.claude/skills/game-feel/references/classic-profiles.md +279 -0
  10. package/.claude/skills/game-feel/references/perception-thresholds.md +160 -0
  11. package/.claude/skills/game-feel/references/polish-effects.md +246 -0
  12. package/.claude/skills/game-feel/references/simulation-recipes.md +306 -0
  13. package/.claude/skills/game-feel/references/six-metrics.md +239 -0
  14. package/.claude/skills/level-design/SKILL.md +249 -0
  15. package/.claude/skills/level-design/anticipatory-play.md +223 -0
  16. package/.claude/skills/level-design/hiding-linearity.md +181 -0
  17. package/.claude/skills/level-design/indie-practices.md +286 -0
  18. package/.claude/skills/level-design/open-world-planning.md +294 -0
  19. package/.claude/skills/level-design/play-personas.md +240 -0
  20. package/.claude/skills/level-design/procedural-handmade.md +271 -0
  21. package/.claude/skills/level-design/themed-environments.md +264 -0
  22. package/README.md +9 -1
  23. package/package.json +3 -1
  24. package/scripts/install.js +16 -1
  25. package/templates/github-actions/README.md +36 -0
  26. /package/.claude/{commands/design-review → agents}/design-review-agent.md +0 -0
  27. /package/.claude/{commands/code-review → agents}/pragmatic-code-review-subagent.md +0 -0
  28. /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review-custom.yml +0 -0
  29. /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review.yml +0 -0
  30. /package/{.claude/commands/security-review → templates/github-actions}/security.yml +0 -0
@@ -0,0 +1,271 @@
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+ # Procedural and Handmade Level Design Integration
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+
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+ Based on Chapter 11: "Integrating Procedural and Handmade Level Design" by Mark R. Johnson.
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+
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+ ## The Two Approaches
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+
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+ ### Procedural Content Generation (PCG)
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+ Algorithmic creation of game content: levels, items, enemies, stories.
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+
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+ **Strengths:**
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+ - Massive replay value
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+ - Reduced development time per unit content
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+ - Surprise even for developers
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+ - Adaptive difficulty potential
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+
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+ **Weaknesses:**
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+ - Can feel same-y across generations
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+ - Difficult to guarantee specific experiences
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+ - Narrative hard to generate
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+ - Quality floors vary
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+
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+ ### Handmade Content
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+ Designer-crafted levels and experiences.
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+
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+ **Strengths:**
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+ - Precise control over experience
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+ - Guaranteed quality
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+ - Narrative coherence
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+ - Specific memorable moments
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+
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+ **Weaknesses:**
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+ - Time-intensive
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+ - Limited replay value
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+ - Players eventually memorize content
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+ - Scaling difficult
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+
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+ ---
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+
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+ ## Why Integrate?
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+
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+ Neither approach alone serves all needs. Integration strategies leverage strengths of both.
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+
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+ ### What PCG Struggles With
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+ - Coherent multi-step narratives
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+ - Meaningful puzzle design
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+ - Guaranteed dramatic moments
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+ - Consistent thematic experience
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+
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+ ### What Handmade Adds
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+ - Narrative anchors
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+ - Quality guarantees
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+ - Specific gameplay challenges
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+ - Memorable set pieces
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+
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+ ---
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+
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+ ## Two Integration Models
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+
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+ ### Vertical Integration
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+ A handmade thread runs *through* procedural content.
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+
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+ **Characteristics:**
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+ - Linear progression of handmade elements
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+ - Procedural content surrounds the thread
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+ - Players encounter handmade content in sequence
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+ - Thread spans significant portion of game
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+
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+ **Best for:**
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+ - Narrative sequences
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+ - Multi-step puzzles
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+ - Quest chains
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+ - Story progression
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+
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+ **Examples:**
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+ - FTL: Quest nodes distributed through procedural star map
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+ - Spelunky: Secret item chain requiring precise sequence
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+
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+ ### Horizontal Integration
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+ Procedural and handmade content are *interchangeable* in the same slot.
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+
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+ **Characteristics:**
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+ - Either type can appear in any given location
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+ - Modular substitution
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+ - No linear progression requirement
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+ - Same slot, different fill
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+
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+ **Best for:**
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+ - Room-by-room variety
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+ - Guaranteed gameplay instances
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+ - Quality floors
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+ - Encounter variation
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+
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+ **Examples:**
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+ - Dungeon Crawl Stone Soup: Vaults among procedural rooms
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+ - Ultima Ratio Regum: Handmade variants mixed with procedural
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+
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+ ---
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+
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+ ## Case Study: FTL (Vertical)
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+
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+ ### Structure
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+ - Nodes on a star map
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+ - Most nodes procedural
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+ - Some nodes are quest-specific (handmade)
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+ - Quest nodes appear in sequence across sectors
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+
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+ ### Integration
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+ - Procedural: Combat encounters, shops, empty space
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+ - Handmade: Multi-part quests, story events, special encounters
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+
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+ ### Player Experience
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+ - Procedural nodes provide variety
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+ - Quest nodes provide narrative progression
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+ - Players choose path but hit quest nodes as they progress
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+
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+ ---
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+
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+ ## Case Study: Dungeon Crawl Stone Soup (Horizontal)
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+
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+ ### Structure
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+ - Procedurally generated dungeon floors
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+ - "Vaults" are handmade rooms/areas
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+ - Vaults appear among procedural content
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+
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+ ### Integration
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+ - Procedural: Standard dungeon rooms, corridors
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+ - Handmade: Vaults with curated enemy/loot combinations
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+
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+ ### Visibility
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+ DCSS makes the difference **obvious**:
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+ - Vaults visually distinct
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+ - Players recognize human design
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+ - Creates risk/reward choice ("explore vault?")
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+
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+ ### Purpose
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+ - Visual variety
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+ - Gameplay pacing
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+ - Optional challenge/reward
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+
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+ ---
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+
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+ ## Case Study: Spelunky (Vertical)
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+
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+ ### Structure
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+ - Procedurally generated platformer levels
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+ - Hidden secret sequence spans entire game
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+ - Specific items must be collected in order
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+
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+ ### The Secret Chain
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+ 1. Find key + chest in Mines → get Udjat Eye
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+ 2. Udjat Eye reveals Black Market → get Ankh
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+ 3. Die with Ankh near Moai → get Hedjet
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+ 4. Kill Anubis → get Scepter
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+ 5. Use Scepter in Temple → access City of Gold
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+ 6. Get Book of Dead → reveals Hell entrance
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+
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+ ### Integration
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+ - Procedural: Level geometry, enemy placement, item locations
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+ - Handmade: The sequence itself, specific item interactions
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+
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+ ### Player Experience
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+ - Most players never see the secret
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+ - Skilled players work toward it
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+ - Each step is procedurally placed but handmade in design
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+
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+ ---
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+
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+ ## Case Study: Ultima Ratio Regum (Horizontal, Hidden)
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+
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+ ### Philosophy
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+ Blur the line between procedural and handmade so players can't tell which is which.
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+
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+ ### Implementation
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+ - Most systems can output procedural OR handmade content
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+ - Same slot might get generated altar or preset altar
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+ - Player cannot distinguish source
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+
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+ ### Goals
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+ 1. Handmade might be perceived as procedural (quality validation)
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+ 2. Procedural perceived as handmade (quality achievement)
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+ 3. Guaranteed interesting content without telegraphing it
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+
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+ ### Example: Buildings
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+ - Cathedrals: Highly procedural (few constraints, sprawling)
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+ - Mansions: More handmade (many required rooms, specific layouts)
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+ - Constraint level determines procedural/handmade ratio
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+
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+ ---
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+
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+ ## Key Design Questions
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+
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+ ### Should Players Know?
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+
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+ **Make it obvious (DCSS approach):**
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+ - Visual variety
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+ - Risk/reward signaling
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+ - Gameplay pacing tool
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+ - Player can choose engagement level
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+
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+ **Hide it (URR approach):**
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+ - Seamless experience
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+ - Quality perception uniform
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+ - No "content type" metagaming
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+ - Procedural must meet handmade quality bar
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+
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+ ### What Should Be Handmade?
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+
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+ **Vertical model uses handmade for:**
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+ - Narrative threads
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+ - Puzzle sequences
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+ - Story progression
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+
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+ **Horizontal model uses handmade for:**
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+ - Quality guarantees
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+ - Specific gameplay moments
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+ - Variety injection
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+
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+ ---
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+
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+ ## Practical Considerations
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+
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+ ### Procedural Constraints
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+ The more constraints on generation, the more similar outputs become.
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+
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+ **High constraints = handmade-like results**
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+ - May need to shift toward handmade
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+ - Example: Mansions require many rooms → layouts converge
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+
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+ **Low constraints = high variety**
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+ - Procedural works well
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+ - Example: Cathedrals with few requirements → high variety
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+
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+ ### Development Timeline
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+ - Procedural systems: High upfront cost, low marginal cost
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+ - Handmade content: Linear cost per unit
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+ - Integration requires both investments
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+
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+ ### Testing Considerations
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+ - Procedural needs testing across many generations
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+ - Handmade needs testing of specific content
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+ - Integration needs testing of transitions/interactions
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+
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+ ---
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+
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+ ## Future Directions
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+
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+ ### What's Hard to Generate
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+ - Multi-node narratives
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+ - Complex puzzles
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+ - Coherent story progression
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+
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+ These remain primarily handmade.
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+
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+ ### What's Improving
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+ - Room-level generation
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+ - Enemy placement
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+ - Loot distribution
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+ - Environmental variety
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+
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+ Integration will likely expand as generation quality improves.
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+
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+ ---
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+
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+ ## Summary
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+
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+ 1. **Neither pure approach is sufficient** — Integration leverages both
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+ 2. **Vertical integration** — Handmade thread through procedural space (narrative, quests)
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+ 3. **Horizontal integration** — Interchangeable modules (rooms, encounters)
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+ 4. **Visibility is a design choice** — Obvious vs hidden integration serves different goals
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+ 5. **Constraints determine ratio** — More constraints → more handmade needed
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+ 6. **Quality bars matter** — Procedural must meet handmade standards for hidden integration
@@ -0,0 +1,264 @@
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+ # Themed Level Environments
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+
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+ Based on Chapter 5: "Hell, Hyboria, and Disneyland" by Scott Rogers.
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+
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+ ## The Evolution of Themed Levels
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+
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+ Themed video game levels are environments designed to a particular subject matter, bringing together: character, location, story, enemies, mechanics, hazards, art, events, and music.
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+
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+ > "These themed levels are the playgrounds of our dreams."
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+
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+ ---
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+
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+ ## The Ten Classic Tropes
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+
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+ ### 1. Outer Space
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+ **Origin:** Spacewar! (1961) and the black CRT screen
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+
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+ **Why it works:**
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+ - Black screens naturally suggest space
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+ - Vector-drawn stars look great on CRTs
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+ - Simple geometric ships (no animation needed)
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+ - Physics-based gameplay natural
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+ - Infinite bounds make sense
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+
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+ **Modern usage:** Star Fox, Geometry Wars, space stations
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+
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+ ---
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+
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+ ### 2. Fire and Ice
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+ **Origin:** Dragon's Lair (1983) for fire; Ghost 'N Goblins (1984) for ice
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+
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+ **Why they work:**
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+ - Killing with fire = collision box + art overlay (cheap to implement)
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+ - Low-friction surfaces = physics tweak
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+ - Perfect timing puzzles (break player rhythm)
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+ - Wide array of thematic enemies
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+ - Strong color palette (red/blue) for visual distinction
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+
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+ **Design advantages:**
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+ - Fire: Lava pits, flame jets, fire-breathing enemies
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+ - Ice: Slippery surfaces, icicle hazards, yetis, hypothermia
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+
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+ ---
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+
45
+ ### 3. Dungeon/Cavern/Tomb
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+ **Origin:** Colossal Cave Adventure (1976), Rogue (1980)
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+
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+ **Why it works:**
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+ - Tileable wall textures (memory efficient)
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+ - Traps without explanation needed
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+ - Treasure without justification needed
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+ - Easily repeatable art assets
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+ - Expected danger creates tension
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+
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+ **Modern usage:** Every RPG ever, roguelikes, action-adventures
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+
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+ ---
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+
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+ ### 4. Factory
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+ **Origin:** Donkey Kong (1981), Modern Times (1936 film influence)
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+
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+ **Why it works:**
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+ - Moving obstacle courses
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+ - Easily combined and repurposed hazards
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+ - Scalable difficulty through speed/complexity
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+ - Mechanics adaptable to any setting
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+
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+ **Factory mechanics in non-factories:**
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+ - Moving platforms (tombs, space stations)
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+ - Conveyer belts (any industrial setting)
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+ - Turning gears (clockwork, machinery)
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+
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+ **Modern usage:** Super Mario Galaxy, Little Big Planet
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+
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+ ---
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+
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+ ### 5. Jungle
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+ **Origin:** Pitfall! (1982)
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+
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+ **Creation story:**
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+ > "I drew a stick figure... put him on a path... Where is the path? Let's put it in a jungle. Why is he running? [draw treasures, enemies]" — David Crane
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+
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+ **Why it works:**
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+ - Flexibility of dungeons without dull colors
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+ - Exotic traps (quicksand, pits)
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+ - Exotic creatures (crocodiles, snakes, scorpions)
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+ - Colorful outdoor environment
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+ - Fluid movement (vines, branches, logs)
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+
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+ **Mechanics:** Swinging vines, tree platforms, rivers with moving logs
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+
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+ **Modern usage:** Crysis, Uncharted
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+
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+ ---
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+
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+ ### 6. Spooky
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+ **Origin:** Haunted House (1972 electromechanical), Ghost 'N Goblins (1984)
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+
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+ **Why it works:**
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+ - Perfect for mood and story
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+ - Most adaptable trope
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+ - Combines easily with any other theme
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+
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+ **Spooky combinations:**
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+ - Space + Spooky = Derelict spacecraft
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+ - Fire + Spooky = Hell
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+ - Urban + Spooky = Haunted city
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+
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+ **The survival horror genre:** Sweet Home (1989) → Resident Evil, Silent Hill
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+
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+ ---
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+
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+ ### 7. Pirate
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+ **Origin:** Pirates of the Caribbean (Disneyland attraction, 1967)
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+
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+ **Why it works:**
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+ - High-action gameplay ready
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+ - Melee combat natural
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+ - Treasure = clear rewards
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+ - Ships = interesting level geometry
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+ - Always pairs well with spooky (skeleton pirates)
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+
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+ **Genre spread:** Simulation (Sid Meier's Pirates), platformer (Hook), action (Black Kat), puzzle (Zack & Wiki)
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+
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+ ---
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+
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+ ### 8. Gritty Urban
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+ **Origin:** Double Dragon (1987), influenced by Streets of Fire (1984)
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+
130
+ **Why it works:**
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+ - Real-world familiarity
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+ - Players understand context immediately
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+ - Modern stand-in for dungeon exploration
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+ - Can be improved or destroyed by player
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+
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+ **The gangster game genre:** GTA, Saints Row
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+ - Sandbox worlds modeled on real cities
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+ - Player choice: improve or destroy
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+
140
+ ---
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+
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+ ### 9. Space Station
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+ **Origin:** Major Havoc (1983)
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+
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+ **Why it works:**
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+ - Sci-fi dungeon equivalent
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+ - Tech-based mechanics (force fields, airlocks)
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+ - Alien/robot enemies expected
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+ - Spectacular visual effects possible
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+
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+ **Influence:** Aliens (1986 film) → System Shock, Halo, Dead Space
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+
153
+ ---
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+
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+ ### 10. Sewer
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+ **Origin:** Mario Bros. (1983)
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+
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+ **Creation:** Miyamoto was told his character looked more like a plumber than a carpenter. He put Mario in "a crab/turtle/firefly-infested sewer."
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+
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+ **Why it works:**
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+ - Modern dungeon stand-in
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+ - Deadly hazards (rats, alligators, toxic water)
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+ - Factory mechanics (fans, platforms)
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+ - Pipes provide entrance/exit points
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+
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+ **Modern usage:** Metal Gear Solid, Oblivion, Left 4 Dead
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+
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+ ---
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+
170
+ ## The Mexican Pizza Technique
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+
172
+ **Definition:** Combine two different tropes to create something fresh.
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+
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+ **Origin story:**
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+ > "In 2001, Taco Bell introduced the Mexican pizza... Growing up in San Diego, I knew what Mexican food was and... what pizza was. But what the heck was a Mexican pizza?"
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+
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+ ### Examples
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+
179
+ | Combination | Result |
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+ |-------------|--------|
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+ | Fire + Graveyard | Maximo: Ghosts to Glory |
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+ | Jungle + Urban | The Last of Us, Enslaved |
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+ | Pirate + Zombie | Plants vs. Zombies 2 |
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+ | Space + Sewer | Aliens-style vent crawling |
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+ | Medieval + Hell | Dante's Inferno |
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+
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+ ### Why It Works
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+ - Players recognize familiar elements
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+ - Combination creates novelty
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+ - Mechanics from both themes available
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+ - Visual distinctiveness
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+
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+ ---
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+
195
+ ## The Disneyland Influence
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+
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+ ### Themed Lands Concept
198
+ Walt Disney's park design philosophy:
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+ > "I don't want the public to see the real world they live in while they're in the park. I want them to feel like they are in another world."
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+
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+ ### Dark Ride Design
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+ Pirates of the Caribbean, Haunted Mansion:
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+ - Temperature-controlled environments
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+ - Vehicles directing view
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+ - Audio-animatronics synchronized to tracks
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+ - Complete immersion in artificial worlds
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+
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+ ### Application to Games
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+ - Complete thematic consistency
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+ - Every element supports the theme
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+ - Transitions between areas managed carefully
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+ - Player as "guest" experiencing designed journey
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+
214
+ ---
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+
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+ ## The Hyboria Model
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+
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+ Robert E. Howard's Conan world: Ancient civilizations packed into a compact continent.
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+
220
+ **Design advantages:**
221
+ - Travel time compressed
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+ - Any culture accessible
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+ - Themed regions with distinct identities
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+
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+ **D&D Influence:** Dungeons & Dragons adopted themed worlds → influenced video games → Gauntlet, Everquest, World of Warcraft
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+
227
+ ---
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+
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+ ## Boss Enemies and Themed Levels
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+
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+ ### The Megaman Pattern
232
+ Boss enemies' lairs match their appearances:
233
+ - Fire Man lives in volcanic furnace
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+ - Ice Man lives in frigid lair
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+ - Bubble Man lives underwater
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+
237
+ ### Design Synergy
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+ - Boss inspires level theme
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+ - Level theme supports boss mechanics
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+ - Player expectations set by environment
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+ - Thematic consistency reinforces both
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+
243
+ ---
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+
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+ ## Building Believable Worlds
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+
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+ ### Sustaining Disbelief
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+ > "An important part about building a fantasy world is sustaining disbelief. Some of the best games... have one thing in common; you feel like the world was there despite you."
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+
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+ ### World-Building Questions
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+ - Why does this environment exist?
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+ - Who built/shaped it?
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+ - What happened here before the player arrived?
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+ - What would happen if the player never came?
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+
256
+ ---
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+
258
+ ## Summary
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+
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+ 1. **Classic tropes exist for practical reasons** — Technical advantages, clear mechanics
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+ 2. **Combine tropes for freshness** — Mexican Pizza technique
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+ 3. **Disneyland model** — Complete thematic immersion
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+ 4. **Boss/level synergy** — Environment and enemy reinforce each other
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+ 5. **World consistency** — Environment should feel like it exists independent of player
package/README.md CHANGED
@@ -12,7 +12,15 @@ In any project where you want to use these skills:
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  npm install @jarrodmedrano/claude-skills
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13
  ```
14
14
 
15
- The skills will automatically be copied to your project's `.claude/skills/` directory during installation.
15
+ The skills will automatically be copied to your project's `.claude/skills/` and `.claude/commands/` directories during installation.
16
+
17
+ **If the automatic installation doesn't work** (e.g., if you used `npm install --ignore-scripts`), you can manually install the skills:
18
+
19
+ ```bash
20
+ npx claude-skills install
21
+ ```
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+
23
+ This will copy all skills and commands to the appropriate directories in your project.
16
24
 
17
25
  ### Use as local directory
18
26
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@jarrodmedrano/claude-skills",
3
- "version": "1.0.1",
3
+ "version": "1.0.3",
4
4
  "description": "Reusable Claude Code skills for web development projects",
5
5
  "main": "index.js",
6
6
  "bin": {
@@ -23,6 +23,8 @@
23
23
  "files": [
24
24
  ".claude/skills/**/*",
25
25
  ".claude/commands/**/*",
26
+ ".claude/agents/**/*",
27
+ "templates/**/*",
26
28
  "scripts/**/*",
27
29
  "bin/**/*",
28
30
  "README.md"
@@ -38,8 +38,10 @@ function copySkills() {
38
38
 
39
39
  const skillsTargetDir = path.join(projectRoot, '.claude', 'skills');
40
40
  const commandsTargetDir = path.join(projectRoot, '.claude', 'commands');
41
+ const agentsTargetDir = path.join(projectRoot, '.claude', 'agents');
41
42
  const skillsSourceDir = path.join(packageRoot, '.claude', 'skills');
42
43
  const commandsSourceDir = path.join(packageRoot, '.claude', 'commands');
44
+ const agentsSourceDir = path.join(packageRoot, '.claude', 'agents');
43
45
 
44
46
  // Create .claude directories if they don't exist
45
47
  if (!fs.existsSync(skillsTargetDir)) {
@@ -52,7 +54,12 @@ function copySkills() {
52
54
  console.log('✓ Created .claude/commands directory');
53
55
  }
54
56
 
55
- // Copy skills and commands
57
+ if (!fs.existsSync(agentsTargetDir)) {
58
+ fs.mkdirSync(agentsTargetDir, { recursive: true });
59
+ console.log('✓ Created .claude/agents directory');
60
+ }
61
+
62
+ // Copy skills, commands, and agents
56
63
  try {
57
64
  if (fs.existsSync(skillsSourceDir)) {
58
65
  copyRecursive(skillsSourceDir, skillsTargetDir);
@@ -64,6 +71,11 @@ function copySkills() {
64
71
  console.log(`✓ Commands copied to ${commandsTargetDir}`);
65
72
  }
66
73
 
74
+ if (fs.existsSync(agentsSourceDir)) {
75
+ copyRecursive(agentsSourceDir, agentsTargetDir);
76
+ console.log(`✓ Agents copied to ${agentsTargetDir}`);
77
+ }
78
+
67
79
  console.log('\n✓ Claude Code skills installed successfully!');
68
80
  console.log('\nAvailable skills:');
69
81
  console.log(' /new-website - Create frontend projects');
@@ -74,6 +86,9 @@ function copySkills() {
74
86
  console.log(' /code-review - Code review workflows');
75
87
  console.log(' /design-review - Design review workflows');
76
88
  console.log(' /security-review - Security review workflows');
89
+ console.log('\nAvailable agents:');
90
+ console.log(' design-review - Design review subagent');
91
+ console.log(' pragmatic-code-review - Code review subagent');
77
92
  console.log('\nTo update later, run: npm run update-skills');
78
93
  } catch (error) {
79
94
  console.error('Error copying skills:', error.message);
@@ -0,0 +1,36 @@
1
+ # GitHub Actions Templates
2
+
3
+ This directory contains GitHub Actions workflow templates for automating Claude Code reviews in your CI/CD pipeline.
4
+
5
+ ## Available Templates
6
+
7
+ ### Code Review Workflows
8
+
9
+ - **`claude-code-review.yml`** - Basic Claude Code review workflow
10
+ - **`claude-code-review-custom.yml`** - Customizable Claude Code review workflow with advanced options
11
+
12
+ ### Security Review Workflow
13
+
14
+ - **`security.yml`** - Automated security review workflow
15
+
16
+ ## Usage
17
+
18
+ To use these templates in your project:
19
+
20
+ 1. Copy the desired `.yml` file to your repository's `.github/workflows/` directory:
21
+ ```bash
22
+ cp templates/github-actions/claude-code-review.yml .github/workflows/
23
+ ```
24
+
25
+ 2. Set up required secrets in your GitHub repository settings:
26
+ - `CLAUDE_CODE_OAUTH_TOKEN` or `CLAUDE_API_KEY`
27
+
28
+ 3. Customize the workflow as needed for your project
29
+
30
+ 4. The workflow will automatically run on pull requests
31
+
32
+ ## Documentation
33
+
34
+ For more information about setting up Claude Code in GitHub Actions, see:
35
+ - [Code Review Documentation](../../.claude/commands/code-review/README.md)
36
+ - [Security Review Documentation](../../.claude/commands/security-review/README.md)