@zigrivers/scaffold 3.4.1 → 3.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +91 -0
- package/content/knowledge/game/game-accessibility.md +328 -0
- package/content/knowledge/game/game-ai-patterns.md +567 -0
- package/content/knowledge/game/game-asset-pipeline.md +363 -0
- package/content/knowledge/game/game-audio-design.md +344 -0
- package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
- package/content/knowledge/game/game-design-document.md +269 -0
- package/content/knowledge/game/game-domain-patterns.md +299 -0
- package/content/knowledge/game/game-economy-design.md +355 -0
- package/content/knowledge/game/game-engine-selection.md +242 -0
- package/content/knowledge/game/game-input-systems.md +379 -0
- package/content/knowledge/game/game-level-content-design.md +483 -0
- package/content/knowledge/game/game-liveops-analytics.md +280 -0
- package/content/knowledge/game/game-localization.md +323 -0
- package/content/knowledge/game/game-milestone-definitions.md +337 -0
- package/content/knowledge/game/game-modding-ugc.md +390 -0
- package/content/knowledge/game/game-narrative-design.md +404 -0
- package/content/knowledge/game/game-networking.md +393 -0
- package/content/knowledge/game/game-performance-budgeting.md +389 -0
- package/content/knowledge/game/game-platform-certification.md +417 -0
- package/content/knowledge/game/game-project-structure.md +360 -0
- package/content/knowledge/game/game-save-systems.md +452 -0
- package/content/knowledge/game/game-testing-strategy.md +470 -0
- package/content/knowledge/game/game-ui-patterns.md +477 -0
- package/content/knowledge/game/game-vr-ar-design.md +313 -0
- package/content/knowledge/review/review-art-bible.md +305 -0
- package/content/knowledge/review/review-game-design.md +303 -0
- package/content/knowledge/review/review-game-economy.md +272 -0
- package/content/knowledge/review/review-game-ui.md +293 -0
- package/content/knowledge/review/review-netcode.md +280 -0
- package/content/knowledge/review/review-platform-cert.md +341 -0
- package/content/methodology/custom-defaults.yml +25 -0
- package/content/methodology/deep.yml +25 -0
- package/content/methodology/game-overlay.yml +145 -0
- package/content/methodology/mvp.yml +25 -0
- package/content/pipeline/architecture/ai-behavior-design.md +87 -0
- package/content/pipeline/architecture/netcode-spec.md +86 -0
- package/content/pipeline/architecture/review-netcode.md +78 -0
- package/content/pipeline/foundation/performance-budgets.md +91 -0
- package/content/pipeline/modeling/narrative-bible.md +84 -0
- package/content/pipeline/pre/game-design-document.md +90 -0
- package/content/pipeline/pre/review-gdd.md +74 -0
- package/content/pipeline/quality/analytics-telemetry.md +98 -0
- package/content/pipeline/quality/live-ops-plan.md +99 -0
- package/content/pipeline/quality/platform-cert-prep.md +129 -0
- package/content/pipeline/quality/playtest-plan.md +84 -0
- package/content/pipeline/specification/art-bible.md +87 -0
- package/content/pipeline/specification/audio-design.md +97 -0
- package/content/pipeline/specification/content-structure-design.md +142 -0
- package/content/pipeline/specification/economy-design.md +105 -0
- package/content/pipeline/specification/game-accessibility.md +82 -0
- package/content/pipeline/specification/game-ui-spec.md +97 -0
- package/content/pipeline/specification/input-controls-spec.md +81 -0
- package/content/pipeline/specification/localization-plan.md +113 -0
- package/content/pipeline/specification/modding-ugc-spec.md +116 -0
- package/content/pipeline/specification/online-services-spec.md +104 -0
- package/content/pipeline/specification/review-economy.md +87 -0
- package/content/pipeline/specification/review-game-ui.md +73 -0
- package/content/pipeline/specification/save-system-spec.md +116 -0
- package/dist/cli/commands/adopt.d.ts.map +1 -1
- package/dist/cli/commands/adopt.js +25 -0
- package/dist/cli/commands/adopt.js.map +1 -1
- package/dist/cli/commands/adopt.test.js +28 -1
- package/dist/cli/commands/adopt.test.js.map +1 -1
- package/dist/cli/commands/build.test.js +3 -0
- package/dist/cli/commands/build.test.js.map +1 -1
- package/dist/cli/commands/init.d.ts +1 -0
- package/dist/cli/commands/init.d.ts.map +1 -1
- package/dist/cli/commands/init.js +6 -0
- package/dist/cli/commands/init.js.map +1 -1
- package/dist/cli/commands/init.test.js +12 -1
- package/dist/cli/commands/init.test.js.map +1 -1
- package/dist/cli/commands/knowledge.test.js +8 -0
- package/dist/cli/commands/knowledge.test.js.map +1 -1
- package/dist/cli/commands/next.d.ts.map +1 -1
- package/dist/cli/commands/next.js +19 -5
- package/dist/cli/commands/next.js.map +1 -1
- package/dist/cli/commands/next.test.js +56 -0
- package/dist/cli/commands/next.test.js.map +1 -1
- package/dist/cli/commands/rework.d.ts.map +1 -1
- package/dist/cli/commands/rework.js +11 -2
- package/dist/cli/commands/rework.js.map +1 -1
- package/dist/cli/commands/rework.test.js +5 -0
- package/dist/cli/commands/rework.test.js.map +1 -1
- package/dist/cli/commands/run.d.ts.map +1 -1
- package/dist/cli/commands/run.js +54 -4
- package/dist/cli/commands/run.js.map +1 -1
- package/dist/cli/commands/run.test.js +384 -0
- package/dist/cli/commands/run.test.js.map +1 -1
- package/dist/cli/commands/skip.test.js +3 -0
- package/dist/cli/commands/skip.test.js.map +1 -1
- package/dist/cli/commands/status.d.ts.map +1 -1
- package/dist/cli/commands/status.js +16 -3
- package/dist/cli/commands/status.js.map +1 -1
- package/dist/cli/commands/status.test.js +55 -0
- package/dist/cli/commands/status.test.js.map +1 -1
- package/dist/cli/output/auto.d.ts +3 -0
- package/dist/cli/output/auto.d.ts.map +1 -1
- package/dist/cli/output/auto.js +9 -0
- package/dist/cli/output/auto.js.map +1 -1
- package/dist/cli/output/context.d.ts +6 -0
- package/dist/cli/output/context.d.ts.map +1 -1
- package/dist/cli/output/context.js.map +1 -1
- package/dist/cli/output/context.test.js +87 -0
- package/dist/cli/output/context.test.js.map +1 -1
- package/dist/cli/output/error-display.test.js +3 -0
- package/dist/cli/output/error-display.test.js.map +1 -1
- package/dist/cli/output/interactive.d.ts +3 -0
- package/dist/cli/output/interactive.d.ts.map +1 -1
- package/dist/cli/output/interactive.js +76 -0
- package/dist/cli/output/interactive.js.map +1 -1
- package/dist/cli/output/json.d.ts +3 -0
- package/dist/cli/output/json.d.ts.map +1 -1
- package/dist/cli/output/json.js +9 -0
- package/dist/cli/output/json.js.map +1 -1
- package/dist/config/loader.d.ts.map +1 -1
- package/dist/config/loader.js +3 -2
- package/dist/config/loader.js.map +1 -1
- package/dist/config/schema.d.ts +641 -15
- package/dist/config/schema.d.ts.map +1 -1
- package/dist/config/schema.js +26 -1
- package/dist/config/schema.js.map +1 -1
- package/dist/config/schema.test.js +192 -1
- package/dist/config/schema.test.js.map +1 -1
- package/dist/core/assembly/overlay-loader.d.ts +24 -0
- package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.js +190 -0
- package/dist/core/assembly/overlay-loader.js.map +1 -0
- package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
- package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.test.js +106 -0
- package/dist/core/assembly/overlay-loader.test.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.d.ts +15 -0
- package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.js +58 -0
- package/dist/core/assembly/overlay-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.js +246 -0
- package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.js +63 -0
- package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
- package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
- package/dist/core/assembly/preset-loader.d.ts +1 -0
- package/dist/core/assembly/preset-loader.d.ts.map +1 -1
- package/dist/core/assembly/preset-loader.js +2 -0
- package/dist/core/assembly/preset-loader.js.map +1 -1
- package/dist/core/dependency/eligibility.test.js +3 -0
- package/dist/core/dependency/eligibility.test.js.map +1 -1
- package/dist/e2e/game-pipeline.test.d.ts +10 -0
- package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
- package/dist/e2e/game-pipeline.test.js +298 -0
- package/dist/e2e/game-pipeline.test.js.map +1 -0
- package/dist/e2e/init.test.js +3 -0
- package/dist/e2e/init.test.js.map +1 -1
- package/dist/project/adopt.d.ts +3 -1
- package/dist/project/adopt.d.ts.map +1 -1
- package/dist/project/adopt.js +29 -1
- package/dist/project/adopt.js.map +1 -1
- package/dist/project/adopt.test.js +51 -1
- package/dist/project/adopt.test.js.map +1 -1
- package/dist/types/config.d.ts +50 -4
- package/dist/types/config.d.ts.map +1 -1
- package/dist/types/config.test.d.ts +2 -0
- package/dist/types/config.test.d.ts.map +1 -0
- package/dist/types/config.test.js +97 -0
- package/dist/types/config.test.js.map +1 -0
- package/dist/utils/eligible.d.ts +3 -2
- package/dist/utils/eligible.d.ts.map +1 -1
- package/dist/utils/eligible.js +18 -4
- package/dist/utils/eligible.js.map +1 -1
- package/dist/utils/errors.d.ts +4 -0
- package/dist/utils/errors.d.ts.map +1 -1
- package/dist/utils/errors.js +31 -0
- package/dist/utils/errors.js.map +1 -1
- package/dist/utils/errors.test.js +4 -1
- package/dist/utils/errors.test.js.map +1 -1
- package/dist/wizard/questions.d.ts +4 -0
- package/dist/wizard/questions.d.ts.map +1 -1
- package/dist/wizard/questions.js +59 -1
- package/dist/wizard/questions.js.map +1 -1
- package/dist/wizard/questions.test.js +178 -4
- package/dist/wizard/questions.test.js.map +1 -1
- package/dist/wizard/wizard.d.ts +1 -0
- package/dist/wizard/wizard.d.ts.map +1 -1
- package/dist/wizard/wizard.js +4 -1
- package/dist/wizard/wizard.js.map +1 -1
- package/dist/wizard/wizard.test.js +102 -4
- package/dist/wizard/wizard.test.js.map +1 -1
- package/package.json +1 -1
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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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## 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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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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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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## 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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## 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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## 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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### 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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## 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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## 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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## 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
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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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## 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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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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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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30
|
+
cadence), maintenance windows (how to communicate and execute downtime), and
|
|
31
|
+
the content update pipeline (the workflow from content creation through QA,
|
|
32
|
+
certification, staging, and release).
|
|
33
|
+
|
|
34
|
+
## Conditional Evaluation
|
|
35
|
+
Enable when: the project configuration `onlineServices` includes `live-ops`,
|
|
36
|
+
or the GDD describes any of the following — seasonal content drops, battle
|
|
37
|
+
passes, live events, post-launch content roadmap, games-as-a-service model,
|
|
38
|
+
regular content updates, or any ongoing content delivery after initial release.
|
|
39
|
+
|
|
40
|
+
Skip when: the game is a ship-and-done product with no planned post-launch
|
|
41
|
+
content updates — premium single-player titles, arcade games, or any project
|
|
42
|
+
where the launch build is the final build (aside from bug-fix patches).
|
|
43
|
+
|
|
44
|
+
## Inputs
|
|
45
|
+
- docs/game-design.md (required) — content types, event mechanics, seasonal structure
|
|
46
|
+
- docs/analytics-plan.md (required) — KPIs that drive live-ops decisions, player retention metrics
|
|
47
|
+
- docs/plan.md (required) — launch timeline, post-launch support commitment
|
|
48
|
+
- docs/operations-runbook.md (optional, forward-read) — deployment pipeline, rollback procedures, monitoring infrastructure
|
|
49
|
+
|
|
50
|
+
## Expected Outputs
|
|
51
|
+
- docs/live-ops-plan.md — content cadence, event system design, hotfix
|
|
52
|
+
deployment procedures, maintenance windows, and content update pipeline
|
|
53
|
+
|
|
54
|
+
## Quality Criteria
|
|
55
|
+
- (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
|
|
56
|
+
- (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)
|
|
57
|
+
- (mvp) Hotfix deployment procedure: criteria for emergency hotfix (severity classification), approval chain, deployment steps, rollback trigger, player communication template
|
|
58
|
+
- (mvp) Maintenance window policy: scheduled maintenance cadence, advance notice period, expected duration, communication channels (in-game, social media, status page)
|
|
59
|
+
- (deep) Content update pipeline: creation (design + art + engineering) → internal QA → playtest → certification (if console) → staging → canary release → full rollout → post-release monitoring
|
|
60
|
+
- (deep) Content versioning and compatibility: how clients handle version mismatches, forced update vs. graceful degradation, asset bundle versioning for hot-loaded content
|
|
61
|
+
- (deep) Live-ops calendar: quarterly content roadmap template with theme, headline feature, supporting events, and target retention metric per update
|
|
62
|
+
- (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
|
|
63
|
+
- (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
|
|
64
|
+
|
|
65
|
+
## Methodology Scaling
|
|
66
|
+
- **deep**: Full live-ops plan with quarterly content calendar, event system
|
|
67
|
+
architecture, content update pipeline with certification gates, hotfix
|
|
68
|
+
procedures with severity classification, maintenance window policy, feature
|
|
69
|
+
flag integration, live-ops incident response, and player compensation
|
|
70
|
+
framework. 15-25 pages.
|
|
71
|
+
- **mvp**: Content cadence, basic event system design, hotfix deployment
|
|
72
|
+
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
|
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+
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+
## Methodology Scaling
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- **deep**: Full playtest plan covering all three tiers with detailed schedules,
|
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54
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observation protocols, balance testing with statistical methodology, recruitment
|
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55
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pipeline, environment specs, and feedback-to-design triage process. 12-20 pages.
|
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56
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+
- **mvp**: Internal and focused playtest definitions, milestone-linked schedule,
|
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57
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+
basic feedback template, and FTUE observation checklist. 4-8 pages.
|
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58
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+
- **custom:depth(1-5)**:
|
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59
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+
- Depth 1: internal playtest cadence and basic feedback template only.
|
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60
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+
- Depth 2: add focused playtest definition and FTUE observation protocol.
|
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61
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+
- Depth 3: add milestone-linked schedule, balance testing metrics, and participant screening criteria.
|
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62
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+
- Depth 4: add external playtest plan, recruitment pipeline, environment specification, and accessibility playtest sessions.
|
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63
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+
- Depth 5: full plan with statistical balance methodology, feedback-to-design triage process, and playtest iteration tracking across milestones.
|
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64
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+
|
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65
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+
## Mode Detection
|
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66
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+
Check for docs/playtest-plan.md. If it exists, operate in update mode: read
|
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67
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+
existing plan and diff against current GDD progression/difficulty model and
|
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68
|
+
milestone schedule. Preserve existing feedback templates, observation protocols,
|
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69
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+
and recruitment criteria. Update schedule if milestones shifted. Add new
|
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+
playtest sessions if GDD added new gameplay systems requiring validation.
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+
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## Update Mode Specifics
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- **Detect prior artifact**: docs/playtest-plan.md exists
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74
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+
- **Preserve**: feedback templates, FTUE observation protocol, recruitment
|
|
75
|
+
criteria, balance testing thresholds, participant compensation structure,
|
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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),
|
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80
|
+
accessibility spec updated (new assistive technology sessions needed)
|
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81
|
+
- **Conflict resolution**: if milestone changes compress the playtest schedule,
|
|
82
|
+
prioritize focused playtests over external playtests and flag the reduced
|
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83
|
+
testing coverage for user decision; never remove a playtest tier without
|
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84
|
+
approval
|
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@@ -0,0 +1,87 @@
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1
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+
---
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2
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+
name: art-bible
|
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3
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+
description: Define art style, per-type asset specifications, naming conventions, DCC pipeline, LOD strategy, and collision layers
|
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4
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+
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
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phase: "specification"
|
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6
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+
order: 866
|
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7
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+
dependencies: [game-design-document, performance-budgets, content-structure-design]
|
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8
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+
outputs: [docs/art-bible.md]
|
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9
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conditional: null
|
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10
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+
reads: []
|
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11
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+
knowledge-base: [game-asset-pipeline, game-performance-budgeting, game-binary-vcs-strategy, review-art-bible]
|
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12
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+
---
|
|
13
|
+
|
|
14
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+
## 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
|
+
|
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21
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+
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
|