@zigrivers/scaffold 3.4.1 → 3.5.1

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Files changed (195) hide show
  1. package/README.md +91 -0
  2. package/content/knowledge/game/game-accessibility.md +328 -0
  3. package/content/knowledge/game/game-ai-patterns.md +567 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +363 -0
  5. package/content/knowledge/game/game-audio-design.md +344 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +269 -0
  8. package/content/knowledge/game/game-domain-patterns.md +299 -0
  9. package/content/knowledge/game/game-economy-design.md +355 -0
  10. package/content/knowledge/game/game-engine-selection.md +242 -0
  11. package/content/knowledge/game/game-input-systems.md +379 -0
  12. package/content/knowledge/game/game-level-content-design.md +483 -0
  13. package/content/knowledge/game/game-liveops-analytics.md +280 -0
  14. package/content/knowledge/game/game-localization.md +323 -0
  15. package/content/knowledge/game/game-milestone-definitions.md +337 -0
  16. package/content/knowledge/game/game-modding-ugc.md +390 -0
  17. package/content/knowledge/game/game-narrative-design.md +404 -0
  18. package/content/knowledge/game/game-networking.md +393 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +389 -0
  20. package/content/knowledge/game/game-platform-certification.md +417 -0
  21. package/content/knowledge/game/game-project-structure.md +360 -0
  22. package/content/knowledge/game/game-save-systems.md +452 -0
  23. package/content/knowledge/game/game-testing-strategy.md +470 -0
  24. package/content/knowledge/game/game-ui-patterns.md +477 -0
  25. package/content/knowledge/game/game-vr-ar-design.md +313 -0
  26. package/content/knowledge/review/review-art-bible.md +305 -0
  27. package/content/knowledge/review/review-game-design.md +303 -0
  28. package/content/knowledge/review/review-game-economy.md +272 -0
  29. package/content/knowledge/review/review-game-ui.md +293 -0
  30. package/content/knowledge/review/review-netcode.md +280 -0
  31. package/content/knowledge/review/review-platform-cert.md +341 -0
  32. package/content/methodology/custom-defaults.yml +25 -0
  33. package/content/methodology/deep.yml +25 -0
  34. package/content/methodology/game-overlay.yml +145 -0
  35. package/content/methodology/mvp.yml +25 -0
  36. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  37. package/content/pipeline/architecture/netcode-spec.md +86 -0
  38. package/content/pipeline/architecture/review-netcode.md +78 -0
  39. package/content/pipeline/foundation/performance-budgets.md +91 -0
  40. package/content/pipeline/modeling/narrative-bible.md +84 -0
  41. package/content/pipeline/pre/game-design-document.md +90 -0
  42. package/content/pipeline/pre/review-gdd.md +74 -0
  43. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  44. package/content/pipeline/quality/live-ops-plan.md +99 -0
  45. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  46. package/content/pipeline/quality/playtest-plan.md +84 -0
  47. package/content/pipeline/specification/art-bible.md +87 -0
  48. package/content/pipeline/specification/audio-design.md +97 -0
  49. package/content/pipeline/specification/content-structure-design.md +142 -0
  50. package/content/pipeline/specification/economy-design.md +105 -0
  51. package/content/pipeline/specification/game-accessibility.md +82 -0
  52. package/content/pipeline/specification/game-ui-spec.md +97 -0
  53. package/content/pipeline/specification/input-controls-spec.md +81 -0
  54. package/content/pipeline/specification/localization-plan.md +113 -0
  55. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  56. package/content/pipeline/specification/online-services-spec.md +104 -0
  57. package/content/pipeline/specification/review-economy.md +87 -0
  58. package/content/pipeline/specification/review-game-ui.md +73 -0
  59. package/content/pipeline/specification/save-system-spec.md +116 -0
  60. package/dist/cli/commands/adopt.d.ts.map +1 -1
  61. package/dist/cli/commands/adopt.js +25 -0
  62. package/dist/cli/commands/adopt.js.map +1 -1
  63. package/dist/cli/commands/adopt.test.js +28 -1
  64. package/dist/cli/commands/adopt.test.js.map +1 -1
  65. package/dist/cli/commands/build.test.js +3 -0
  66. package/dist/cli/commands/build.test.js.map +1 -1
  67. package/dist/cli/commands/init.d.ts +1 -0
  68. package/dist/cli/commands/init.d.ts.map +1 -1
  69. package/dist/cli/commands/init.js +6 -0
  70. package/dist/cli/commands/init.js.map +1 -1
  71. package/dist/cli/commands/init.test.js +12 -1
  72. package/dist/cli/commands/init.test.js.map +1 -1
  73. package/dist/cli/commands/knowledge.test.js +8 -0
  74. package/dist/cli/commands/knowledge.test.js.map +1 -1
  75. package/dist/cli/commands/next.d.ts.map +1 -1
  76. package/dist/cli/commands/next.js +19 -5
  77. package/dist/cli/commands/next.js.map +1 -1
  78. package/dist/cli/commands/next.test.js +56 -0
  79. package/dist/cli/commands/next.test.js.map +1 -1
  80. package/dist/cli/commands/rework.d.ts.map +1 -1
  81. package/dist/cli/commands/rework.js +11 -2
  82. package/dist/cli/commands/rework.js.map +1 -1
  83. package/dist/cli/commands/rework.test.js +5 -0
  84. package/dist/cli/commands/rework.test.js.map +1 -1
  85. package/dist/cli/commands/run.d.ts.map +1 -1
  86. package/dist/cli/commands/run.js +54 -4
  87. package/dist/cli/commands/run.js.map +1 -1
  88. package/dist/cli/commands/run.test.js +384 -0
  89. package/dist/cli/commands/run.test.js.map +1 -1
  90. package/dist/cli/commands/skip.test.js +3 -0
  91. package/dist/cli/commands/skip.test.js.map +1 -1
  92. package/dist/cli/commands/status.d.ts.map +1 -1
  93. package/dist/cli/commands/status.js +16 -3
  94. package/dist/cli/commands/status.js.map +1 -1
  95. package/dist/cli/commands/status.test.js +55 -0
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  97. package/dist/cli/output/auto.d.ts +3 -0
  98. package/dist/cli/output/auto.d.ts.map +1 -1
  99. package/dist/cli/output/auto.js +9 -0
  100. package/dist/cli/output/auto.js.map +1 -1
  101. package/dist/cli/output/context.d.ts +6 -0
  102. package/dist/cli/output/context.d.ts.map +1 -1
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  104. package/dist/cli/output/context.test.js +87 -0
  105. package/dist/cli/output/context.test.js.map +1 -1
  106. package/dist/cli/output/error-display.test.js +3 -0
  107. package/dist/cli/output/error-display.test.js.map +1 -1
  108. package/dist/cli/output/interactive.d.ts +3 -0
  109. package/dist/cli/output/interactive.d.ts.map +1 -1
  110. package/dist/cli/output/interactive.js +76 -0
  111. package/dist/cli/output/interactive.js.map +1 -1
  112. package/dist/cli/output/json.d.ts +3 -0
  113. package/dist/cli/output/json.d.ts.map +1 -1
  114. package/dist/cli/output/json.js +9 -0
  115. package/dist/cli/output/json.js.map +1 -1
  116. package/dist/config/loader.d.ts.map +1 -1
  117. package/dist/config/loader.js +3 -2
  118. package/dist/config/loader.js.map +1 -1
  119. package/dist/config/schema.d.ts +641 -15
  120. package/dist/config/schema.d.ts.map +1 -1
  121. package/dist/config/schema.js +26 -1
  122. package/dist/config/schema.js.map +1 -1
  123. package/dist/config/schema.test.js +192 -1
  124. package/dist/config/schema.test.js.map +1 -1
  125. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  126. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  127. package/dist/core/assembly/overlay-loader.js +190 -0
  128. package/dist/core/assembly/overlay-loader.js.map +1 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  130. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  131. package/dist/core/assembly/overlay-loader.test.js +106 -0
  132. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
  134. package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
  135. package/dist/core/assembly/overlay-resolver.js +58 -0
  136. package/dist/core/assembly/overlay-resolver.js.map +1 -0
  137. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
  138. package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
  139. package/dist/core/assembly/overlay-resolver.test.js +246 -0
  140. package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
  141. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  142. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
  143. package/dist/core/assembly/overlay-state-resolver.js +63 -0
  144. package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
  146. package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
  147. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  148. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts +1 -0
  150. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  151. package/dist/core/assembly/preset-loader.js +2 -0
  152. package/dist/core/assembly/preset-loader.js.map +1 -1
  153. package/dist/core/dependency/eligibility.test.js +3 -0
  154. package/dist/core/dependency/eligibility.test.js.map +1 -1
  155. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  156. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  157. package/dist/e2e/game-pipeline.test.js +298 -0
  158. package/dist/e2e/game-pipeline.test.js.map +1 -0
  159. package/dist/e2e/init.test.js +3 -0
  160. package/dist/e2e/init.test.js.map +1 -1
  161. package/dist/project/adopt.d.ts +3 -1
  162. package/dist/project/adopt.d.ts.map +1 -1
  163. package/dist/project/adopt.js +29 -1
  164. package/dist/project/adopt.js.map +1 -1
  165. package/dist/project/adopt.test.js +51 -1
  166. package/dist/project/adopt.test.js.map +1 -1
  167. package/dist/types/config.d.ts +50 -4
  168. package/dist/types/config.d.ts.map +1 -1
  169. package/dist/types/config.test.d.ts +2 -0
  170. package/dist/types/config.test.d.ts.map +1 -0
  171. package/dist/types/config.test.js +97 -0
  172. package/dist/types/config.test.js.map +1 -0
  173. package/dist/utils/eligible.d.ts +3 -2
  174. package/dist/utils/eligible.d.ts.map +1 -1
  175. package/dist/utils/eligible.js +18 -4
  176. package/dist/utils/eligible.js.map +1 -1
  177. package/dist/utils/errors.d.ts +4 -0
  178. package/dist/utils/errors.d.ts.map +1 -1
  179. package/dist/utils/errors.js +31 -0
  180. package/dist/utils/errors.js.map +1 -1
  181. package/dist/utils/errors.test.js +4 -1
  182. package/dist/utils/errors.test.js.map +1 -1
  183. package/dist/wizard/questions.d.ts +4 -0
  184. package/dist/wizard/questions.d.ts.map +1 -1
  185. package/dist/wizard/questions.js +59 -1
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  187. package/dist/wizard/questions.test.js +178 -4
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  189. package/dist/wizard/wizard.d.ts +1 -0
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  194. package/dist/wizard/wizard.test.js.map +1 -1
  195. package/package.json +1 -1
@@ -0,0 +1,98 @@
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+ ---
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+ name: analytics-telemetry
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+ description: Define event taxonomy, crash telemetry, KPI funnels, data pipeline, and privacy compliance for game analytics
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+ summary: "Defines the game analytics layer — event taxonomy with schema versioning, crash telemetry for all games, expanded KPIs and funnels for live-service, data pipeline architecture, offline buffering, and privacy compliance (GDPR/COPPA)."
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+ phase: "quality"
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+ order: 962
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+ dependencies: [game-design-document]
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+ outputs: [docs/analytics-plan.md]
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+ conditional: null
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+ reads: [system-architecture, operations, economy-design]
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+ knowledge-base: [game-liveops-analytics]
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+ ---
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+
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+ ## Purpose
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+ Define the analytics and telemetry strategy that provides data-driven insight
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+ into player behavior, game health, and business performance. Analytics exists on
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+ a spectrum: every game needs crash telemetry and basic session tracking, while
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+ live-service games need full KPI dashboards, funnel analysis, A/B testing
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+ infrastructure, and real-time alerting.
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+
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+ This plan establishes a structured event taxonomy — a shared vocabulary of
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+ named events with versioned schemas — so that every system emitting telemetry
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+ uses consistent event names, payload shapes, and semantic conventions. Without
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+ a taxonomy, analytics data becomes a disorganized collection of ad-hoc events
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+ that analysts cannot reliably query.
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+
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+ The plan also addresses the data pipeline end-to-end: client-side event
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+ buffering (critical for mobile and offline scenarios), transport and ingestion,
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+ storage and querying, and privacy compliance. GDPR consent flows, COPPA
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+ age-gating, and data retention policies must be designed into the telemetry
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+ system — not retrofitted after launch.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — core loop, progression, monetization model informing which events to track
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+ - docs/plan.md (required) — target platforms, target markets (privacy jurisdiction), business model
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+ - docs/system-architecture.md (optional, forward-read) — backend service topology for data pipeline integration
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+ - docs/operations-runbook.md (optional, forward-read) — monitoring and alerting infrastructure to extend
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+ - docs/economy-design.md (optional, forward-read) — transaction events, currency flow metrics, monetization KPIs
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+
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+ ## Expected Outputs
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+ - docs/analytics-plan.md — event taxonomy, crash telemetry specification, KPI
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+ definitions, data pipeline architecture, offline buffering strategy, QA
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+ validation plan, and privacy compliance
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+
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+ ## Quality Criteria
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+ - (mvp) Event taxonomy defined: hierarchical naming convention (category.action.label), payload schema per event, schema version field for forward compatibility
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+ - (mvp) Crash telemetry specified for all platforms: crash report collection (stack traces, device info, game state snapshot), symbolication pipeline, crash-free session rate target
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+ - (mvp) Session tracking: session start/end events, session duration, platform and device metadata, build version
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+ - (mvp) QA validation plan: how to verify events fire correctly (debug overlay, event log viewer, automated event assertion tests), schema validation at ingestion
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+ - (mvp) Privacy compliance: GDPR consent flow (opt-in before tracking in EU), COPPA handling (no PII collection for under-13), data retention policy with deletion capability
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+ - (deep) KPI definitions for live-service: DAU/MAU, retention (D1/D7/D30), session length distribution, revenue per user (ARPU/ARPPU), conversion funnel stages
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+ - (deep) Funnel analysis: player progression funnel (tutorial → first session → core loop engagement → retention), monetization funnel (browse → view item → purchase → repeat purchase), churn prediction signals
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+ - (deep) A/B testing infrastructure: experiment assignment, variant tracking, statistical significance methodology, guardrail metrics that halt experiments
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+ - (deep) Data pipeline architecture: client-side batching and offline buffering (queue events when offline, flush on reconnect with deduplication), transport (HTTPS batch POST with retry), ingestion service, storage (event warehouse), query layer
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+ - (deep) Real-time alerting: crash rate spike detection, revenue anomaly detection, concurrent player count monitoring, automated incident creation from telemetry thresholds
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+
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+ ### Live-Service Conditional Sections
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+ When the game includes live-service elements (battle passes, seasonal content,
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+ live events, real-money monetization), the analytics plan expands to include:
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+ - Economy health metrics: currency inflation rate, sink/faucet ratio tracking, whale concentration index
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+ - Content engagement metrics: event participation rate, content completion rate, seasonal retention lift
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+ - Matchmaking quality metrics: queue times, skill rating accuracy, match satisfaction survey correlation
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+
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+ ## Methodology Scaling
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+ - **deep**: Full analytics plan with comprehensive event taxonomy, crash
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+ telemetry, live-service KPI suite, funnel analysis, A/B testing
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+ infrastructure, data pipeline architecture with offline buffering, real-time
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+ alerting, and privacy compliance per jurisdiction. 15-25 pages.
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+ - **mvp**: Event taxonomy, crash telemetry, session tracking, QA validation
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+ plan, and privacy compliance essentials. 4-8 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: crash telemetry and session tracking with basic event naming convention.
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+ - Depth 2: add structured event taxonomy with schema versioning and privacy compliance.
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+ - Depth 3: add KPI definitions, progression funnel, QA validation plan, and offline buffering strategy.
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+ - Depth 4: add A/B testing infrastructure, data pipeline architecture, monetization funnel, and real-time alerting.
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+ - Depth 5: full specification with economy health metrics, matchmaking quality metrics, churn prediction, and multi-jurisdiction privacy compliance.
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+
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+ ## Mode Detection
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+ Check for docs/analytics-plan.md. If it exists, operate in update mode: read
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+ existing plan and diff against current GDD features and system architecture.
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+ Preserve existing event taxonomy entries, KPI definitions, and privacy
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+ compliance decisions. Add events for new gameplay systems. Update pipeline
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+ architecture if system-architecture changed backend topology.
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+
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+ ## Update Mode Specifics
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+ - **Detect prior artifact**: docs/analytics-plan.md exists
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+ - **Preserve**: event taxonomy entries (never rename events that may already be
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+ in production), KPI definitions and thresholds, privacy compliance decisions,
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+ crash telemetry configuration, data retention policy
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+ - **Triggers for update**: GDD added new gameplay systems (new events needed),
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+ system architecture changed backend topology (pipeline integration needs
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+ updating), economy design added new transaction types (new monetization
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+ events), target markets changed (new privacy jurisdictions), operations
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+ runbook changed monitoring infrastructure
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+ - **Conflict resolution**: if a new feature requires an event name that
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+ conflicts with an existing taxonomy entry, version the new event rather than
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+ renaming the existing one; never break backward compatibility of event
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+ schemas already in production
@@ -0,0 +1,99 @@
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+ ---
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+ name: live-ops-plan
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+ description: Plan content cadence, event systems, hotfix deployment, maintenance windows, and content update pipeline
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+ summary: "Plans the live operations strategy — content cadence aligned to player retention, event system design, hotfix deployment procedures, maintenance windows, and the content update pipeline from creation through certification to release."
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+ phase: "quality"
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+ order: 963
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+ dependencies: [game-design-document, analytics-telemetry]
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+ outputs: [docs/live-ops-plan.md]
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+ conditional: "if-needed"
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+ reads: [operations]
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+ knowledge-base: [game-liveops-analytics]
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+ ---
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+
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+ ## Purpose
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+ Define the live operations strategy that sustains the game after launch. Live
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+ ops is the practice of operating a game as a service — delivering regular
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+ content updates, running time-limited events, deploying hotfixes without
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+ extended downtime, and using analytics data to inform the content roadmap.
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+
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+ This plan bridges the gap between development (building the game) and
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+ operations (running the game). It requires input from game design (what
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+ content to deliver), analytics (which metrics indicate health), and
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+ infrastructure (how to deploy updates safely). Without a live-ops plan,
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+ post-launch content delivery becomes reactive and ad-hoc, leading to player
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+ churn and operational incidents.
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+
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+ The plan covers five areas: content cadence (what ships and when), event
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+ system design (how time-limited events are authored, scheduled, and
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+ delivered), hotfix deployment (how to ship critical fixes outside the regular
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+ cadence), maintenance windows (how to communicate and execute downtime), and
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+ the content update pipeline (the workflow from content creation through QA,
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+ certification, staging, and release).
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+
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+ ## Conditional Evaluation
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+ Enable when: the project configuration `onlineServices` includes `live-ops`,
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+ or the GDD describes any of the following — seasonal content drops, battle
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+ passes, live events, post-launch content roadmap, games-as-a-service model,
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+ regular content updates, or any ongoing content delivery after initial release.
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+
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+ Skip when: the game is a ship-and-done product with no planned post-launch
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+ content updates — premium single-player titles, arcade games, or any project
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+ where the launch build is the final build (aside from bug-fix patches).
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — content types, event mechanics, seasonal structure
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+ - docs/analytics-plan.md (required) — KPIs that drive live-ops decisions, player retention metrics
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+ - docs/plan.md (required) — launch timeline, post-launch support commitment
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+ - docs/operations-runbook.md (optional, forward-read) — deployment pipeline, rollback procedures, monitoring infrastructure
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+
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+ ## Expected Outputs
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+ - docs/live-ops-plan.md — content cadence, event system design, hotfix
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+ deployment procedures, maintenance windows, and content update pipeline
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+
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+ ## Quality Criteria
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+ - (mvp) Content cadence defined: update frequency (weekly/biweekly/seasonal), content types per cadence tier (minor balance patches vs. major content drops), and target release day/time
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+ - (mvp) Event system design: how time-limited events are authored (data-driven, not code-driven), event lifecycle (announcement → active → wind-down → rewards), event scheduling (calendar-based with remote config)
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+ - (mvp) Hotfix deployment procedure: criteria for emergency hotfix (severity classification), approval chain, deployment steps, rollback trigger, player communication template
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+ - (mvp) Maintenance window policy: scheduled maintenance cadence, advance notice period, expected duration, communication channels (in-game, social media, status page)
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+ - (deep) Content update pipeline: creation (design + art + engineering) → internal QA → playtest → certification (if console) → staging → canary release → full rollout → post-release monitoring
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+ - (deep) Content versioning and compatibility: how clients handle version mismatches, forced update vs. graceful degradation, asset bundle versioning for hot-loaded content
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+ - (deep) Live-ops calendar: quarterly content roadmap template with theme, headline feature, supporting events, and target retention metric per update
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+ - (deep) Feature flag and remote config integration: how live-ops uses feature flags for gradual rollout, kill switches for broken features, A/B testing for content variants
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+ - (deep) Incident response for live-ops: when a content update causes issues (broken economy, exploitable event, server instability), escalation path, rollback decision tree, and player compensation policy
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+
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+ ## Methodology Scaling
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+ - **deep**: Full live-ops plan with quarterly content calendar, event system
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+ architecture, content update pipeline with certification gates, hotfix
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+ procedures with severity classification, maintenance window policy, feature
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+ flag integration, live-ops incident response, and player compensation
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+ framework. 15-25 pages.
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+ - **mvp**: Content cadence, basic event system design, hotfix deployment
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+ procedure, and maintenance window policy. 4-8 pages.
73
+ - **custom:depth(1-5)**:
74
+ - Depth 1: content update frequency and basic hotfix deployment procedure.
75
+ - Depth 2: add event system design and maintenance window policy.
76
+ - Depth 3: add content update pipeline, content versioning strategy, and live-ops calendar template.
77
+ - Depth 4: add feature flag integration, incident response for live-ops, and certification gates in content pipeline.
78
+ - Depth 5: full plan with player compensation framework, A/B testing for content variants, retention-driven content prioritization, and cross-platform content delivery synchronization.
79
+
80
+ ## Mode Detection
81
+ Check for docs/live-ops-plan.md. If it exists, operate in update mode: read
82
+ existing plan and diff against current GDD content plans and analytics KPIs.
83
+ Preserve existing content cadence, event system design, and hotfix procedures.
84
+ Update pipeline stages if operations runbook changed deployment infrastructure.
85
+ Add new event types if GDD expanded seasonal content.
86
+
87
+ ## Update Mode Specifics
88
+ - **Detect prior artifact**: docs/live-ops-plan.md exists
89
+ - **Preserve**: content cadence and release schedule, event system design,
90
+ hotfix deployment procedures, maintenance window policy, live-ops calendar
91
+ entries, player compensation precedents
92
+ - **Triggers for update**: GDD added new content types or event mechanics,
93
+ analytics plan changed KPIs that drive content decisions, operations runbook
94
+ changed deployment pipeline, target platforms changed (new certification
95
+ requirements in content pipeline)
96
+ - **Conflict resolution**: if content cadence changes conflict with
97
+ certification timelines (e.g., weekly updates impossible with console cert
98
+ turnaround), document the constraint and propose a cadence that accommodates
99
+ all target platforms; never promise a cadence the pipeline cannot sustain
@@ -0,0 +1,129 @@
1
+ ---
2
+ name: platform-cert-prep
3
+ description: Per-platform certification checklists for console, mobile, VR/AR, and PC storefronts
4
+ summary: "Prepares platform certification checklists — Sony TRC, Microsoft XR, Nintendo Lotcheck, App Store, Google Play, Steam Deck compatibility — covering sign-in/out, entitlements, achievements, parental controls, ratings, controller disconnect, suspend/resume, and error messages."
5
+ phase: "quality"
6
+ order: 964
7
+ dependencies: [game-accessibility, performance-budgets, game-ui-spec, input-controls-spec]
8
+ outputs: [docs/platform-cert-checklist.md]
9
+ conditional: "if-needed"
10
+ reads: [save-system-spec, netcode-spec, audio-design, localization-plan, online-services-spec, modding-ugc-spec]
11
+ knowledge-base: [game-platform-certification, review-platform-cert, game-vr-ar-design]
12
+ ---
13
+
14
+ ## Purpose
15
+ Prepare per-platform certification checklists that ensure the game passes
16
+ first-party submission requirements on every target platform. Platform
17
+ certification (also called Technical Requirements Checklists, or TRCs) is the
18
+ mandatory review process that console manufacturers, mobile storefronts, and
19
+ VR/AR platforms require before a title can be published. Failing certification
20
+ delays launch by weeks or months.
21
+
22
+ Each platform has unique requirements that touch nearly every system in the
23
+ game: user account sign-in/out flow, entitlement and DLC verification,
24
+ achievement/trophy integration, parental controls and age rating compliance,
25
+ controller disconnect handling, suspend/resume lifecycle, error message
26
+ standards, and platform-specific shell behavior (Quick Resume on Xbox,
27
+ Activities on PlayStation, etc.).
28
+
29
+ This step consolidates requirements from across the codebase — accessibility,
30
+ performance budgets, UI, input controls, save systems, networking, audio,
31
+ localization, online services, and modding — into per-platform checklists
32
+ that QA teams can verify systematically before submission.
33
+
34
+ ## Conditional Evaluation
35
+ Enable when: `targetPlatforms` includes any console (PlayStation, Xbox,
36
+ Nintendo Switch), mobile (iOS, Android), VR/AR (Meta Quest, PlayStation VR2,
37
+ Apple Vision Pro), or PC storefronts with compatibility review programs
38
+ (Steam Deck Verified). Desktop-only games distributed through open platforms
39
+ (itch.io, self-hosted) without certification programs do not need this step.
40
+
41
+ Skip when: the game targets only open PC platforms (Windows/macOS/Linux via
42
+ direct distribution or itch.io) with no storefront certification requirements.
43
+ Steam itself does not have a formal certification process (beyond basic content
44
+ review), but Steam Deck Verified is a certification program and triggers this
45
+ step.
46
+
47
+ ## Inputs
48
+ - docs/game-accessibility.md (required) — accessibility features to verify against platform accessibility requirements
49
+ - docs/performance-budgets.md (required) — frame rate and memory targets per platform
50
+ - docs/game-ui-spec.md (required) — UI flows for sign-in, error messages, platform shell integration
51
+ - docs/input-controls-spec.md (required) — controller support, input remapping, disconnect handling
52
+ - docs/plan.md (required) — target platforms and target ratings
53
+ - docs/save-system-spec.md (optional, forward-read) — save/load, cloud save, platform storage integration
54
+ - docs/netcode-spec.md (optional, forward-read) — network error handling, NAT traversal, platform networking APIs
55
+ - docs/audio-design.md (optional, forward-read) — audio output requirements, platform audio policies (e.g., mute on focus loss)
56
+ - docs/localization-plan.md (optional, forward-read) — supported languages per platform, platform-mandated language requirements
57
+ - docs/online-services-spec.md (optional, forward-read) — platform service integration (PSN, Xbox Live, Nintendo Online)
58
+ - docs/modding-ugc-spec.md (optional, forward-read) — UGC policies per platform, content moderation requirements
59
+
60
+ ## Expected Outputs
61
+ - docs/platform-cert-checklist.md — per-platform certification checklists
62
+ with specific requirements, verification steps, and pass/fail criteria
63
+
64
+ ## Quality Criteria
65
+ - (mvp) Per-platform checklist generated for every target platform: each requirement has a description, verification step, and pass/fail criterion
66
+ - (mvp) Sign-in/out flow verified: platform account sign-in on boot, sign-out during gameplay (return to title screen or graceful disconnect), account switching (where platform supports it)
67
+ - (mvp) Controller disconnect handling: game pauses or shows reconnection prompt, no input loss or crash, reconnection resumes correctly
68
+ - (mvp) Suspend/resume lifecycle: game state preserved on suspend, no data loss, network reconnection on resume, no stale UI
69
+ - (mvp) Error messages follow platform guidelines: platform-specific error codes where required, user-friendly language, no raw exception text, retry/cancel options
70
+ - (deep) Entitlement and DLC verification: license check on boot and periodically during gameplay, graceful handling of revoked entitlements, DLC content gating
71
+ - (deep) Achievement/trophy integration: unlock conditions mapped to platform achievement APIs, offline unlock queuing, no duplicate unlocks, required platinum/1000G structure (PlayStation/Xbox)
72
+ - (deep) Parental controls and age rating: respect platform-level restrictions (communication, purchases, content visibility), age rating compliance (ESRB, PEGI, CERO, GRAC, USK) per target market
73
+ - (deep) Platform-specific shell behavior: Quick Resume (Xbox), Activities (PlayStation), sleep mode (Nintendo Switch), App Clips (iOS), Instant Apps (Android)
74
+ - (deep) Performance certification: frame rate within platform-mandated minimums (30fps floor on console, thermal throttling handling on mobile), memory within platform limits, load time requirements
75
+ - (deep) Accessibility certification: platform-mandated accessibility features (Xbox Accessibility Guidelines, PlayStation accessibility requirements, Apple accessibility standards)
76
+ - (deep) Network certification: NAT type handling, platform matchmaking API compliance, graceful degradation on network loss, bandwidth limits
77
+
78
+ ### Console-Specific Sections
79
+ - **PlayStation (TRC)**: PSN sign-in, trophy set structure, Activity Cards, suspend/resume with network reconnect, PS VR2 comfort settings (if VR), content restriction API
80
+ - **Xbox (XR)**: Xbox Live sign-in, achievement structure (1000G base + DLC), Quick Resume support, Game Pass considerations, Xbox Accessibility Guidelines compliance
81
+ - **Nintendo Switch (Lotcheck)**: Nintendo Account integration, controller grip modes (handheld, tabletop, docked), sleep mode save, touch screen support (handheld), HD Rumble guidelines
82
+
83
+ ### Mobile-Specific Sections
84
+ - **iOS (App Store Review)**: App Store Review Guidelines compliance, in-app purchase via StoreKit (no external payment links), privacy nutrition labels, App Tracking Transparency, Universal Links, background audio policy
85
+ - **Android (Google Play)**: Google Play policies, billing library integration, target API level requirements, adaptive icons, back gesture handling, foldable/tablet layout
86
+
87
+ ### PC Storefront Sections
88
+ - **Steam Deck Verified**: controller-native UI (no mandatory mouse/keyboard), readable text at 7" 800p, default graphics preset within thermal envelope, Proton compatibility, suspend/resume via OS
89
+
90
+ ### VR/AR-Specific Sections
91
+ - **Meta Quest**: comfort rating (comfortable/moderate/intense), guardian boundary handling, passthrough integration, hand tracking fallback, performance targets (72/90/120Hz)
92
+ - **Apple Vision Pro**: visionOS design guidelines, spatial UI placement, eye tracking privacy, SharePlay integration
93
+
94
+ ## Methodology Scaling
95
+ - **deep**: Comprehensive per-platform checklists with every TRC/XR/Lotcheck
96
+ requirement mapped, verification procedures, automated compliance test
97
+ suggestions, platform-specific shell integration, and certification
98
+ submission timeline with resubmission contingency. 20-35 pages.
99
+ - **mvp**: Core certification requirements per platform (sign-in, controller
100
+ disconnect, suspend/resume, error messages) with basic verification steps.
101
+ 5-10 pages.
102
+ - **custom:depth(1-5)**:
103
+ - Depth 1: sign-in/out, controller disconnect, and suspend/resume checklists per platform.
104
+ - Depth 2: add error message compliance, entitlement verification, and basic achievement integration.
105
+ - Depth 3: add parental controls, age rating compliance, performance certification targets, and platform shell behavior.
106
+ - Depth 4: add accessibility certification, network certification, platform-specific detailed requirements, and automated compliance test suggestions.
107
+ - Depth 5: full checklists with certification submission timeline, resubmission contingency plan, platform relationship management notes, and cross-platform compliance matrix.
108
+
109
+ ## Mode Detection
110
+ Check for docs/platform-cert-checklist.md. If it exists, operate in update
111
+ mode: read existing checklists and diff against current platform targets,
112
+ accessibility features, performance budgets, and input controls. Preserve
113
+ existing pass/fail results and verification notes. Add checklists for new
114
+ target platforms. Update requirements if platform SDKs or policies changed.
115
+
116
+ ## Update Mode Specifics
117
+ - **Detect prior artifact**: docs/platform-cert-checklist.md exists
118
+ - **Preserve**: existing pass/fail verification results, platform-specific
119
+ implementation notes, certification submission history, waiver/exception
120
+ records, platform contact information
121
+ - **Triggers for update**: target platforms changed (new platform added or
122
+ removed), accessibility spec updated (new features to verify), performance
123
+ budgets changed (new targets to certify), input controls spec changed
124
+ (controller handling updates), platform SDK or policy update (new TRC/XR
125
+ version), save system or networking spec changed
126
+ - **Conflict resolution**: if a requirement from one platform conflicts with
127
+ another platform's requirement (e.g., different mandatory button mappings),
128
+ document both requirements and propose a platform-adaptive implementation;
129
+ never sacrifice one platform's certification for another
@@ -0,0 +1,84 @@
1
+ ---
2
+ name: playtest-plan
3
+ description: Design playtest strategy with types, scheduling, feedback collection, FTUE observation, and balance testing
4
+ summary: "Designs your playtest strategy — internal, focused, and external playtests tied to milestone gates — with feedback templates, FTUE observation protocols, balance testing methodology, and participant recruitment plans."
5
+ phase: "quality"
6
+ order: 961
7
+ dependencies: [game-design-document, user-stories]
8
+ outputs: [docs/playtest-plan.md]
9
+ conditional: null
10
+ reads: [analytics-telemetry]
11
+ knowledge-base: [game-testing-strategy, game-milestone-definitions]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define the complete playtesting strategy that validates game feel, balance,
16
+ usability, and fun throughout development. Playtesting is distinct from QA
17
+ testing (which validates correctness) — playtesting validates that the game is
18
+ enjoyable, understandable, and appropriately challenging for the target audience.
19
+
20
+ This plan covers three playtest tiers: internal playtests (team members testing
21
+ daily builds), focused playtests (targeted sessions with specific test goals
22
+ and recruited participants), and external playtests (public or semi-public
23
+ tests for scale validation and market feedback). Each tier maps to development
24
+ milestones — internal playtests begin at First Playable, focused playtests at
25
+ Alpha, and external playtests at Beta.
26
+
27
+ The plan also establishes feedback collection methodology — standardized
28
+ templates, observation protocols, and metrics — so that playtest data drives
29
+ design decisions rather than anecdotal impressions.
30
+
31
+ ## Inputs
32
+ - docs/game-design.md (required) — core loop, progression, difficulty model, target audience
33
+ - docs/user-stories.md (required) — acceptance criteria defining expected player experience
34
+ - docs/plan.md (required) — milestone schedule and target platforms
35
+
36
+ ## Expected Outputs
37
+ - docs/playtest-plan.md — playtest types, schedule, feedback templates, FTUE
38
+ observation protocol, balance testing methodology, and recruitment plan
39
+
40
+ ## Quality Criteria
41
+ - (mvp) Three playtest tiers defined (internal, focused, external) with distinct goals, participant profiles, and session formats
42
+ - (mvp) Playtest schedule tied to project milestones: which tier runs at which milestone, with minimum session count per gate
43
+ - (mvp) Feedback template defined with structured fields: task completion (yes/no), difficulty rating (scale), confusion points (free-text), fun rating (scale), and session metadata (build version, platform, duration)
44
+ - (mvp) FTUE (First-Time User Experience) observation protocol: what to observe (time-to-first-action, tutorial completion rate, first death/failure point), how to record (screen capture + observer notes), and when to intervene (never during observation, debrief after)
45
+ - (deep) Balance testing methodology: metrics to collect per gameplay system (win rates, resource accumulation curves, time-to-completion per level/encounter), acceptable variance ranges, and rebalancing trigger thresholds
46
+ - (deep) Participant recruitment plan: target demographics matching game audience, recruitment channels, screening criteria, compensation/incentive structure, NDA requirements for pre-release tests
47
+ - (deep) Playtest environment specification: hardware requirements, network conditions to simulate, build distribution method (Steam playtest, TestFlight, side-loading), telemetry collection during sessions
48
+ - (deep) Playtest-to-design feedback loop: how findings are triaged (critical/major/minor), who owns resolution, turnaround time targets between playtest and design response
49
+ - (deep) Accessibility playtest sessions: dedicated sessions with players using assistive technologies to validate accessibility features from game-accessibility spec
50
+ - (deep) Telemetry integration specified: which analytics events are collected during playtest sessions, how automated metrics complement observer notes
51
+
52
+ ## Methodology Scaling
53
+ - **deep**: Full playtest plan covering all three tiers with detailed schedules,
54
+ observation protocols, balance testing with statistical methodology, recruitment
55
+ pipeline, environment specs, and feedback-to-design triage process. 12-20 pages.
56
+ - **mvp**: Internal and focused playtest definitions, milestone-linked schedule,
57
+ basic feedback template, and FTUE observation checklist. 4-8 pages.
58
+ - **custom:depth(1-5)**:
59
+ - Depth 1: internal playtest cadence and basic feedback template only.
60
+ - Depth 2: add focused playtest definition and FTUE observation protocol.
61
+ - Depth 3: add milestone-linked schedule, balance testing metrics, and participant screening criteria.
62
+ - Depth 4: add external playtest plan, recruitment pipeline, environment specification, and accessibility playtest sessions.
63
+ - Depth 5: full plan with statistical balance methodology, feedback-to-design triage process, and playtest iteration tracking across milestones.
64
+
65
+ ## Mode Detection
66
+ Check for docs/playtest-plan.md. If it exists, operate in update mode: read
67
+ existing plan and diff against current GDD progression/difficulty model and
68
+ milestone schedule. Preserve existing feedback templates, observation protocols,
69
+ and recruitment criteria. Update schedule if milestones shifted. Add new
70
+ playtest sessions if GDD added new gameplay systems requiring validation.
71
+
72
+ ## Update Mode Specifics
73
+ - **Detect prior artifact**: docs/playtest-plan.md exists
74
+ - **Preserve**: feedback templates, FTUE observation protocol, recruitment
75
+ criteria, balance testing thresholds, participant compensation structure,
76
+ existing playtest results and findings
77
+ - **Triggers for update**: GDD changed core loop or difficulty model (balance
78
+ testing needs revision), milestone schedule shifted (playtest dates need
79
+ updating), user stories changed acceptance criteria (new scenarios to test),
80
+ accessibility spec updated (new assistive technology sessions needed)
81
+ - **Conflict resolution**: if milestone changes compress the playtest schedule,
82
+ prioritize focused playtests over external playtests and flag the reduced
83
+ testing coverage for user decision; never remove a playtest tier without
84
+ approval
@@ -0,0 +1,87 @@
1
+ ---
2
+ name: art-bible
3
+ description: Define art style, per-type asset specifications, naming conventions, DCC pipeline, LOD strategy, and collision layers
4
+ summary: "Establishes the visual identity and technical art standards — art style pillars, per-type asset specs (3D models, 2D sprites, VFX, animation), naming conventions, DCC pipeline, LOD strategy, Git LFS mapping, and hitbox/collision layer definitions."
5
+ phase: "specification"
6
+ order: 866
7
+ dependencies: [game-design-document, performance-budgets, content-structure-design]
8
+ outputs: [docs/art-bible.md]
9
+ conditional: null
10
+ reads: []
11
+ knowledge-base: [game-asset-pipeline, game-performance-budgeting, game-binary-vcs-strategy, review-art-bible]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define the complete art bible for the project — the authoritative reference for
16
+ visual identity, technical art standards, and asset production workflows. This
17
+ document bridges the creative vision from the GDD with the technical constraints
18
+ from performance budgets to produce actionable specifications that every artist
19
+ on the team follows.
20
+
21
+ Games require per-type asset specifications because a character model, an
22
+ environment prop, a VFX particle, and a UI sprite each have fundamentally
23
+ different polygon budgets, texture requirements, animation constraints, and
24
+ optimization strategies. Without an art bible, artists produce assets with
25
+ inconsistent quality, naming, and technical specs — leading to pipeline
26
+ failures, performance regressions, and visual incoherence.
27
+
28
+ ## Inputs
29
+ - docs/game-design.md (required) — art style direction, world setting, character roster, environment types
30
+ - docs/performance-budgets.md (required) — polygon budgets, texture memory budgets, draw call limits per platform
31
+ - docs/content-structure/ (required) — content organization, asset directory structure, naming taxonomy
32
+ - docs/plan.md (required) — target platforms informing quality tiers and LOD requirements
33
+
34
+ ## Expected Outputs
35
+ - docs/art-bible.md — art style guide, per-type asset specs, naming conventions,
36
+ DCC pipeline, LOD strategy, Git LFS mapping, and collision layer definitions
37
+
38
+ ## Quality Criteria
39
+ - (mvp) Art style pillars defined with concrete specifications: color palette as hex/RGB ranges, character proportion ratios, material property ranges (roughness, metallic), and reference images or "do/don't" visual descriptions per asset category
40
+ - (mvp) Per-type asset specs documented: 3D models (poly budget, texture resolution, material slots), 2D sprites (resolution, atlas packing, animation frames), VFX (particle count, draw call budget, shader complexity), animation (bone count, clip length, blend tree structure)
41
+ - (mvp) Naming conventions defined per asset type following content-structure-design taxonomy
42
+ - (mvp) DCC pipeline documented: source tool → export format → engine import → validation
43
+ - (mvp) LOD strategy defined with distance thresholds, poly reduction targets, and LOD count per asset category
44
+ - (mvp) Hitbox and collision layer definitions for gameplay-critical assets (characters, projectiles, interactables, terrain)
45
+ - (deep) Git LFS tracking rules mapped per file type with size thresholds and binary file extensions
46
+ - (deep) Texture compression formats specified per platform (BCn for desktop/console, ASTC for mobile, ETC2 fallback)
47
+ - (deep) Material and shader standards documented (PBR metallic-roughness vs specular-glossiness, shader LOD, material instance hierarchy)
48
+ - (deep) Color grading and post-processing reference targets for consistent look across lighting scenarios
49
+ - (deep) Asset validation automation: import hooks that reject out-of-budget assets before they enter version control
50
+
51
+ ## Methodology Scaling
52
+ - **deep**: Full art bible with style guide, per-type asset specs for all
53
+ categories (character, environment, prop, VFX, UI, animation), DCC pipeline
54
+ with tool-specific export settings, LOD strategy with platform-specific
55
+ distance tables, Git LFS configuration, texture compression matrix,
56
+ material standards, collision layer map, and automated validation rules.
57
+ 15-25 pages.
58
+ - **mvp**: Art style pillars, per-type specs for primary asset categories,
59
+ naming conventions, basic LOD strategy, and collision layer definitions.
60
+ 4-8 pages.
61
+ - **custom:depth(1-5)**:
62
+ - Depth 1: art style pillars and primary asset type polygon/texture budgets only.
63
+ - Depth 2: add naming conventions, basic DCC export pipeline, and collision layer definitions.
64
+ - Depth 3: add LOD strategy with distance thresholds, Git LFS mapping, and per-platform texture formats.
65
+ - Depth 4: add material/shader standards, animation specs, VFX budgets, and asset validation automation.
66
+ - Depth 5: full art bible with color grading targets, cinematic asset specs, destructible environment specs, and art QA checklist.
67
+
68
+ ## Mode Detection
69
+ Check for docs/art-bible.md. If it exists, operate in update mode: read
70
+ existing art bible and diff against current GDD visual direction and
71
+ performance budgets. Preserve existing art style pillars, naming conventions,
72
+ and DCC pipeline decisions. Update per-type budgets if performance budgets
73
+ changed. Add specs for new asset categories introduced by GDD changes.
74
+
75
+ ## Update Mode Specifics
76
+ - **Detect prior artifact**: docs/art-bible.md exists
77
+ - **Preserve**: art style pillars, existing per-type asset specs, naming
78
+ conventions, DCC pipeline configuration, material standards, collision layer
79
+ definitions
80
+ - **Triggers for update**: GDD changed visual direction or added new asset
81
+ categories, performance budgets revised polygon or texture memory limits,
82
+ content-structure-design changed directory layout or naming taxonomy, target
83
+ platforms changed (affects LOD tiers and texture compression)
84
+ - **Conflict resolution**: if performance budget reductions require lowering
85
+ per-type asset specs, document the impact on visual quality with before/after
86
+ comparison notes and propose tiered quality settings rather than universal
87
+ downgrade; never silently lower art specs without flagging the visual impact
@@ -0,0 +1,97 @@
1
+ ---
2
+ name: audio-design
3
+ description: Define audio direction, SFX categories, adaptive music, middleware config, spatial audio, VO plan, and platform loudness targets
4
+ summary: "Establishes audio direction, SFX category taxonomy, adaptive music system, middleware configuration (Wwise/FMOD), spatial audio setup, voice-over pipeline, platform-specific loudness targets (LUFS), and memory budget allocation from performance budgets."
5
+ phase: "specification"
6
+ order: 867
7
+ dependencies: [game-design-document, performance-budgets, content-structure-design]
8
+ outputs: [docs/audio-design.md]
9
+ conditional: null
10
+ reads: [narrative-bible]
11
+ knowledge-base: [game-audio-design]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define the complete audio design specification — the authoritative reference for
16
+ audio direction, middleware configuration, asset production standards, and
17
+ runtime behavior. This document translates the emotional and mechanical needs
18
+ from the GDD into concrete audio architecture decisions.
19
+
20
+ Audio is a primary player feedback channel: it communicates spatial awareness
21
+ (enemy footsteps behind you), game state (health low warning), emotional tone
22
+ (rising tension before a boss), and mechanical timing (attack wind-up cues).
23
+ Unlike visual assets which players consciously evaluate, audio operates
24
+ subconsciously — players feel bad audio as "something is off" without
25
+ identifying the cause. This makes early audio planning critical: middleware
26
+ selection, bus hierarchy, and adaptive music architecture cannot be easily
27
+ retrofitted once content production begins.
28
+
29
+ **Note on forward-reads**: `narrative-bible` is listed as an optional read. On
30
+ first generation it may not exist yet — in that case, define placeholder VO
31
+ categories (protagonist, NPCs, narration) and mark them with
32
+ `<!-- pending: narrative-bible -->` for a future update pass. When
33
+ narrative-bible becomes available, these placeholders are filled in during
34
+ update mode.
35
+
36
+ ## Inputs
37
+ - docs/game-design.md (required) — mechanics, core loop, world setting, emotional tone informing audio direction
38
+ - docs/performance-budgets.md (required) — audio memory budget, CPU budget for audio processing, streaming constraints
39
+ - docs/content-structure/ (required) — audio asset directory structure, naming taxonomy
40
+ - docs/plan.md (required) — target platforms informing loudness targets and format requirements
41
+ - docs/narrative-bible.md (optional, forward-read) — character roster, dialogue structure, VO volume and language requirements
42
+
43
+ ## Expected Outputs
44
+ - docs/audio-design.md — audio direction, SFX categories, adaptive music system,
45
+ middleware config, spatial audio, VO plan, loudness targets, and memory budget
46
+
47
+ ## Quality Criteria
48
+ - (mvp) Audio direction defined: emotional tone per game context (exploration, combat, menu, cinematic), reference tracks or descriptive style pillars
49
+ - (mvp) SFX categories defined with priority tiers: gameplay-critical (weapon, footstep, UI feedback), ambient (environment, weather), and cosmetic (character emotes, incidental)
50
+ - (mvp) Adaptive music system documented: layered stems, horizontal re-sequencing, or vertical remixing approach with transition rules between game states
51
+ - (mvp) Middleware selection documented with rationale (Wwise, FMOD, or engine-native) and bus hierarchy (master, music, SFX, ambient, VO, UI)
52
+ - (mvp) Platform-specific loudness targets specified: -24 LUFS +/-2 for console, -18 LUFS +/-2 for mobile, with metering approach
53
+ - (mvp) Audio memory budget allocated from performance budgets: streaming vs resident pools, per-platform limits
54
+ - (deep) Spatial audio configuration: HRTF profiles, occlusion/obstruction model, attenuation curves, reverb zone strategy
55
+ - (deep) VO pipeline documented: casting direction, recording spec (sample rate, bit depth, format), naming convention, localization workflow per language
56
+ - (deep) Audio format matrix per platform: codec (Vorbis, Opus, ADPCM, platform-native), quality settings, streaming chunk size
57
+ - (deep) Dynamic range management: compressor/limiter settings per bus, ducking rules (VO ducks music, gameplay SFX ducks ambient)
58
+ - (deep) Accessibility audio: audio descriptions, mono downmix option, visual indicators for critical audio cues
59
+ - (deep) SFX variation strategy documented: minimum variant count per sound event category, randomization rules (no-repeat, round-robin, weighted random), pitch and volume variation ranges
60
+
61
+ ## Methodology Scaling
62
+ - **deep**: Full audio design with style guide, complete SFX taxonomy with
63
+ per-category specs, adaptive music system with state machine, middleware
64
+ configuration with bus hierarchy and effects chains, spatial audio setup,
65
+ VO pipeline with localization plan, per-platform loudness and format matrix,
66
+ dynamic range strategy, memory budget breakdown, and accessibility audio
67
+ plan. 15-25 pages.
68
+ - **mvp**: Audio direction, primary SFX categories, basic adaptive music
69
+ approach, middleware selection, loudness targets, and memory budget
70
+ allocation. 4-8 pages.
71
+ - **custom:depth(1-5)**:
72
+ - Depth 1: audio direction pillars and primary SFX category list only.
73
+ - Depth 2: add middleware selection, bus hierarchy, and loudness targets.
74
+ - Depth 3: add adaptive music system, memory budget allocation, and audio format per platform.
75
+ - Depth 4: add spatial audio configuration, VO pipeline, dynamic range management, and accessibility audio.
76
+ - Depth 5: full specification with localization VO plan, per-context audio profiling targets, procedural audio specs, and audio QA checklist.
77
+
78
+ ## Mode Detection
79
+ Check for docs/audio-design.md. If it exists, operate in update mode: read
80
+ existing audio design and diff against current GDD emotional direction and
81
+ performance budgets. Preserve existing middleware selection, bus hierarchy,
82
+ and adaptive music architecture. Update memory budgets if performance budgets
83
+ changed. Fill VO placeholders when narrative-bible becomes available.
84
+
85
+ ## Update Mode Specifics
86
+ - **Detect prior artifact**: docs/audio-design.md exists
87
+ - **Preserve**: middleware selection, bus hierarchy, adaptive music architecture,
88
+ spatial audio configuration, loudness targets, audio format decisions
89
+ - **Triggers for update**: GDD changed emotional tone or added new game states
90
+ requiring music transitions, performance budgets revised audio memory or CPU
91
+ limits, content-structure-design changed audio asset organization,
92
+ narrative-bible created (fill VO placeholder sections), target platforms
93
+ changed (affects loudness targets and format requirements)
94
+ - **Conflict resolution**: if performance budget reductions require lowering
95
+ audio memory allocation, document the impact on simultaneous voice count
96
+ and streaming quality with concrete tradeoff analysis; propose quality
97
+ tiers (high/medium/low) rather than universal quality reduction