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donchitos/claude-code-game-studios364 installs

gate-check

Ready to advance between development phases? PASS/CONCERNS/NOT ASSESSED/FAIL with blockers and required artifacts. 'Can we move to production?'

How do I install this agent skill?

npx skills add https://github.com/donchitos/claude-code-game-studios --skill gate-check
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill acts as a project quality gate, validating phase transitions by auditing artifacts and running local analysis scripts. While safe for its intended use, it possesses a surface for indirect prompt injection by processing project files without explicit sanitization and uses load-time dynamic context injection to resolve configuration.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • Runlayerpass

    1/1 file flagged

  • ZeroLeakspass

    Score: 93/100 · 2 sections analyzed

What does this agent skill do?

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,workflow,qa.level,testing.strict,performance.enforce,team.size,project.stage,system_overrides

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Phase Gate Validation

This skill validates whether the project is ready to advance to the next development phase. It checks for required artifacts, quality standards, and blockers.

Distinct from /project-stage-detect: That skill is diagnostic ("where are we?"). This skill is prescriptive ("are we ready to advance?" with a formal verdict).

Production Stages (7)

The project progresses through these stages:

  1. Concept — Brainstorming, game concept document
  2. Systems Design — Mapping systems, writing GDDs
  3. Technical Setup — Engine config, architecture decisions
  4. Pre-Production — Prototyping, vertical slice validation
  5. Production — Feature development (Epic/Feature/Task tracking active)
  6. Polish — Performance, playtesting, bug fixing
  7. Release — Launch prep, certification

When a gate passes (or the user explicitly accepts a CONCERNS verdict's risks — Section 6), update the stage in both project.yaml (set project.stage: <new-stage>) AND write the new stage name to production/stage.txt (single line, e.g. Production). Dual-write keeps backward compatibility with hooks that haven't migrated yet. This updates the status line immediately.


1. Parse Arguments

Target phase: $ARGUMENTS with any --review <mode> pair removed (blank = auto-detect current stage, then validate next transition). /gate-check --review full names no phase.

Note: in solo mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE) are skipped — gate-check becomes artifact-existence checks only. In lean mode, the phase-gate directors still run (phase gates are the purpose of lean mode); how many of them run is set by workflow below.

workflow (per .claude/docs/workflow-modes.md):

gate-check runs project-wide, so it uses the project-level workflow for the gate's overall artifact checklist (the loaded gate file), AND consults workflow_overrides.system_overrides.<system> per-system when validating MVP GDDs — a system pinned to a higher tier must meet that tier's section count before the gate passes, regardless of the project-level workflow (see Section 2b, "Per-system overrides").

gate-check honors workflow but is exempt from automation. The artifact checklist changes per tier; the collaborative prompting protocol (the Collaborative Protocol section) always applies — a phase gate is a deliberate human checkpoint, never auto-run.

qa.level: controls test enforcement at phase gates, where workflow controls which artifacts are required. modes.rigor sets both together; set qa.level explicitly to vary enforcement alone. At minimal, no test gates apply — the test-evidence and unit-test artifact items become non-required and the Section 3 testing.strict check is a no-op; the smoke check is not relaxed (Section 2b) — but at this level /smoke-check runs without game tests (its automated row reads WAIVED), so the build check (commands.smoke, else commands.build, when set) and the launch and critical-path checks are the floor — a build nobody launched is NOT ASSESSED — and a project with no tests can still pass. At standard, Logic + Integration tests must pass. At full, a full coverage check + regression suite are required (coverage minimum from qa.coverage_minimum if set). The retained screenshots UI and Visual/Feel stories need are not test items: no qa.level relaxes them (Section 2b).

team.size: does not change how many directors spawn at a phase gate — panel width is workflow's axis (Section 4b). This value affects only the specialist depth within each director's review. individual uses the core specialist set; small the standard set; studio adds engine sub-specialists. It never skips a director — skipping directors is review_mode's job. Both review_mode and team.size are now fronted by modes.rigor — one rigor choice sets both — and each still overrides that axis when set explicitly (a full-rigor project gets the studio set; lighter tiers get individual).

  • With argument: /gate-check production — validate readiness for that specific phase

  • No argument: Auto-detect current stage using the same heuristics as /project-stage-detect, then confirm with the user before running:

    Use AskUserQuestion:

    • Prompt: "Detected stage: [current stage]. Running gate for [Current] → [Next] transition. Is this correct?"
    • Options:
      • [A] Yes — run this gate
      • [B] No — pick a different gate (if selected, show a second widget listing all gate options: Concept → Systems Design, Systems Design → Technical Setup, Technical Setup → Pre-Production, Pre-Production → Production, Production → Polish, Polish → Release)

    Do not skip this confirmation step when no argument is provided.


2. Phase Gate Definitions

Each gate's checklist — required artifacts, quality checks, and its workflow-tier reductions — lives in its own file. Read only the row for the target phase transition; never load the others.

GateDefinition file
Concept → Systems Design.claude/skills/gate-check/references/gate-systems-design.md
Systems Design → Technical Setup.claude/skills/gate-check/references/gate-technical-setup.md
Technical Setup → Pre-Production.claude/skills/gate-check/references/gate-pre-production.md
Pre-Production → Production.claude/skills/gate-check/references/gate-production.md
Production → Polish.claude/skills/gate-check/references/gate-polish.md
Polish → Release.claude/skills/gate-check/references/gate-release.md

Each file states the full baseline first, then the standard and minimal reductions for that gate. Apply the tier resolved in Section 1.

2b. Workflow Tier Adjustment

Each gate file carries its own tier reductions (see Section 2). Two rules apply across all of them:

How to apply: run the loaded gate's checklist, then apply that file's tier reduction for the tier resolved in Section 1. drop = not checked at this tier; → recommended = absent surfaces as CONCERNS, never a Blocker; items not named keep their baseline status. Reductions only ever relax a requirement — the only thing that adds one is workflow_overrides (below).

qa.level (Section 1) further relaxes the test items independently of the tier: at qa.level: minimal the test-evidence / unit-test items become non-required at every workflow tier (so even workflow: full does not require them); the Section 3 testing.strict check is then a no-op.

It relaxes tests, not the look. A UI story's retained screenshots, and a Visual/Feel story's screenshots plus lead sign-off, are required at every qa.level wherever the gate file asks for story evidence (.claude/docs/coding-standards.md: tests are waived at minimal, the look is not).

The smoke check is excluded from that relaxation, and is the floor. qa.level relaxes per-story test evidence; a smoke check is build health, not story evidence, and the two are already held apart on exactly this basis in .claude/docs/coding-standards.md ("/smoke-check is a build-health gate, not a per-story evidence gate ... This divergence is intentional"). So a gate file that requires a smoke report keeps requiring it at every qa.level.

Without that exclusion the Production → Polish gate had zero required artifacts at rigor: minimal and could not fail on artifacts by construction: minimal reduced the gate to the smoke check alone, qa.level then dropped the smoke check too, and one modes.rigor setting fires both.

A gate with no required artifacts left must say so, and may not return PASS. After applying the tier reduction and the qa.level relaxation, count what remains required. If the count is zero, report NOT ASSESSED naming both reducers and the gate — "Production → Polish at workflow: minimal + qa.level: minimal leaves no required artifact; this gate verified nothing" — rather than a PASS earned by having nothing to check. Per .claude/rules/skill-authoring.md obligation 1, a run that could not assess its scope has not established that the scope is good, and obligation 3 requires the emptiness to be visible in the output rather than inferable from a silent green.

The one exception: a gate its tier reference file marks "not applicable" at this tier (Systems Design → Technical Setup at workflow: minimal). That is not a gate with nothing left to check but a transition the tier does not have: it PASSes with that file's note, printed in the report. The director panel does not run for it — note "Director Panel skipped — gate not applicable at workflow: [tier]" — and the Section 6 stage write still asks first.

performance.enforce is likewise independent of the tier, and a tier reduction never suppresses it. The performance check in Section 3 runs at every workflow tier, and block makes a breach a Blocker at every workflow tier. Do not read a gate file's "everything else drops" as dropping it: off is the only thing that makes budgets informational, and it is a deliberate choice the user makes on the same key.

Without this, performance.enforce: block is inert on every rigor: minimal project — the Polish gate's minimal reduction drops everything outside its floor, and "Performance is within budget" sits in the dropped remainder. A setting that works only when a rule is disregarded is not wired.

Per-system overrides (workflow_overrides.system_overrides)

Independent of the project-level tier above, and applied only on the gates that validate MVP GDDs (Systems Design → Technical Setup, and the GDD-completeness checks at Pre-Production → Production). For each system, resolve its effective tier:

  1. If the block's system_overrides lists <system> → that tier
  2. Else the project-level workflow

Before applying any of them, check the block the other way round: does every KEY match a system? <system> is the GDD filename stem (.claude/docs/workflow-modes.md), so for each key in system_overrides, look for design/gdd/<key>.md. Any key with no matching stem is reported, naming the key and listing the stems that do exist:

system_overrides key 'no-such-system' matches no GDD in design/gdd/. Available stems: combat, inventory, hammer-heat-system. This override is doing nothing.

Surface it as a CONCERNS-level finding, not a Blocker — the project is still gateable, but an override the user believes is in force and is not is exactly how a documented escape hatch silently stops working.

This is the one site that performs the check. workflow-modes.md:72 says "a key that matches no system is an error, not a no-op", and this is the only skill that implements it — the three story skills resolve only in the system → override direction, so an orphan key is never looked up and never noticed. /gate-check is the right home: it already resolves the whole block, and it is the project-wide audit rather than a per-story one.

Validate each GDD against its own effective tier's section count:

  • A system pinned higher than the project (e.g. system_overrides.combat: full on a standard project) blocks the gate until that system's GDD meets the higher bar (combat → all 8 sections). This is the one case where a per-system setting makes the gate stricter than the project tier.
  • A system pinned lower (e.g. inventory: minimal) relaxes only that system — its GDD is checked at the lower tier; every other system stays at the project level. A system pinned minimal imposes no GDD section requirement at all (minimal = "game brief replaces GDDs" — .claude/docs/workflow-modes.md): it never blocks the gate on a missing or incomplete GDD. Do not invent an "acceptance-criteria-only" floor for it — there is none.

Additive overrides (the only things that make the gate stricter).

  • workflow_overrides.art_bible_strict: true forces the complete (9-section) art bible at the Technical Setup → Pre-Production and Pre-Production → Production gates regardless of tier or whether visual-asset stories exist.
  • workflow_overrides.edge_cases: true and workflow_overrides.tuning_knobs: true force those GDD sections required when validating GDD completeness, additive on top of the resolved tier (e.g. at standard, tuning_knobs: true makes the otherwise-optional Tuning Knobs section blocking). These never relax — a false value is the default/no-op, never a way to drop a section the tier already requires.

3. Run the Gate Check

Before running artifact checks, read docs/consistency-failures.md if it exists. Extract entries whose Domain matches the target phase (e.g., if checking Systems Design → Technical Setup, pull entries in Economy, Combat, or any GDD domain; if checking Technical Setup → Pre-Production, pull entries in Architecture, Engine). Carry these as context — recurring conflict patterns in the target domain warrant increased scrutiny on those specific checks.

For each item in the target gate:

Artifact Checks

Resolve existence and counts deterministically — do not open files to find out what exists:

Bash: bash .claude/scripts/artifact-check.sh --phase [source-phase]

Pass the phase being advanced from (its steps are the work that must be complete): systems-design for the Systems Design → Technical Setup gate, pre-production for Pre-Production → Production, and so on.

At workflow: minimal, also run bash .claude/scripts/artifact-check.sh --path minimal: the brief and stories live on that path, not on any phase, and its game-brief and create-stories rows are this tier's floor.

It reads workflow-catalog.yaml — which already encodes each step's glob, pattern, min_count and any_of — and reports per step:

statusMeaning
PRESENTglob matched, min_count met, pattern found where specified
ABSENTnothing matched
SHORTmatched but fewer than min_count (count= and min= given)
PATTERN_MISSfiles exist but none contains the required marker
NO_CHECKthe step declares no artifact — not detectable from disk

It emits observations, never a verdict: you apply the workflow tier and the required/optional split from Section 2. An ABSENT required artifact is a blocker at full and frequently not one at minimal; the script does not know that and does not decide it.

NO_CHECK is not PRESENT. The header prints a NO_CHECK: count before any row precisely so this cannot be skimmed past. Those steps were scanned, not satisfied — carry each into Section 4 (Collaborative Assessment) and ask, or mark MANUAL CHECK NEEDED. A gate that reports PASS because most of its checklist was undetectable is the failure mode this count exists to prevent.

Existence is not adequacy. The script cannot tell a real document from a template skeleton. So: for any artifact the verdict actually turns on, spot-read it and confirm it has real content — the same escalation rule the gdd-structure-check.sh step below uses. Do not spot-read artifacts the verdict does not turn on.

A smoke report is always an artifact the verdict turns on — spot-reading it is mandatory, not discretionary. At minimal it is frequently the only required artifact, so the whole gate rests on one file that nothing generated and nothing verifies. Check its claims against the repo, and raise any that the tree contradicts:

  • It reports a passing automated suite → the engine's test root must actually contain test files and the project must have a runner. "24 passed, 0 failed" in a repo with no test files under that root — tests/unit/ and tests/integration/ on Godot, Assets/Tests/ on Unity, Source/<Module>/Private/Tests/ on Unreal — and no runner is a finding, not evidence.
  • It marks a critical path PASS → the code for that path must exist in the code root. A PASS on "banking ends the run" with no banking code is a finding.
  • It carries no date, or predates the newest commit touching the code root → say so; a stale smoke report describes a build that no longer exists.

Report a contradiction at the same level the artifact was required at: a Blocker where the smoke check is required, CONCERNS where it is recommended. Existence plus a verdict-line grep would clear a fabricated report.

For code checks, verify directory structure and file counts.

Systems Design → Technical Setup gate — cross-GDD review check: Use Glob('design/gdd/gdd-cross-review-*.md') to find the /review-all-gdds report. If no file matches: at full mark the "cross-GDD review report exists" artifact as FAIL and surface it prominently ("No /review-all-gdds report found in design/gdd/. Run /review-all-gdds before advancing to Technical Setup."); at standard the report is recommended, so mark it CONCERNS, not a blocker; at minimal this gate is not applicable (see the gate file). If a file is found, read it and check the verdict line: a FAIL verdict means the cross-GDD consistency check failed and must be resolved before advancing. A NOT ASSESSED verdict means that review could not compare the GDDs, so it satisfies nothing here: mark the item NOT ASSESSED for this gate, never passed.

Quality Checks

  • For test checks: Run the test suite via Bash if a test runner is configured. If no runner is configured, that is NOT ASSESSED, not a silent skip — see the trigger in the verdict section. A gate that ran no tests found no test failures, which is not the same as passing. A test failure's effect on the verdict depends on the testing.strict block resolved in Phase 1 (resolve_config merges project.local.yaml over project.yaml; reading the file directly would drop a local override), per test type:

    • Logic — unit-level failures (tests/unit/ on Godot, Edit Mode on Unity), gated by testing.strict.logic.
    • Integration — failures in tests/integration/ on Godot, Play Mode on Unity, gated by testing.strict.integration. On Unreal, where one root (Source/<Module>/Private/Tests/) holds both, classify a failure by its story's Type, or apply the stricter of the two levels when that is unknown.
    • For each type: take testing.strict.<type> from that block; use it only if its value is true or false (case-insensitive). If the key is absent, empty, or holds any other value, read testing.strict as a plain boolean (legacy single-value form); if that too is absent or invalid, default to true (Logic and Integration are both strict by default — behavior unchanged from before this setting existed). Surface any unrecognized value to the user.
    • At a strict (true) gate level, failures of that type are Blockers (verdict FAIL). At an advisory (false) level, they are Concerns (verdict minimum CONCERNS, not FAIL) — list them under Recommendations, not Blockers.
  • For design review checks, gather section presence deterministically — do not read the GDDs to count headings:

    Bash: bash .claude/scripts/gdd-structure-check.sh
    

    It prints a PRESENT: / ABSENT: pair per GDD and already accepts ## Detailed Design as satisfying the Detailed Rules requirement. It reports presence only and makes no REQUIRED/ADVISORY judgment.

    Then apply each GDD's effective tier (per-system resolution below) to those lists — all 8 sections at full, the 5 standard sections (+ conditional Formulas) at standard. A missing required section blocks; a missing section that is optional at the effective tier is advisory. A section reported PRESENT can still fail review if it is an empty heading — spot-read any section the verdict actually turns on.

  • For performance checks: read the budgets (performance.target_framerate, frame_budget_ms, draw_call_limit, memory_ceiling_mb) from project.yaml (else technical-preferences.md) and compare against any profiling data in tests/performance/ or recent /perf-profile output. What a breach means is set by performance.enforce, taken from the Phase 1 resolved block (it is locally overridable, so do not read the file for this one):

    • warn (default) — breaches are CONCERNS, never Blockers.
    • block — breaches are Blockers from the Polish gate onward.
    • off — budgets are informational; do not surface breaches in the verdict.

    Only these three values are recognized. Surface anything else to the user and fall back to warn rather than guessing.

  • For localization checks: Grep for hardcoded strings in the code root (resolve per .claude/docs/code-root-resolution.md). If the code root is unresolved, report NOT ASSESSED — code root unresolved rather than zero hits.

Cross-Reference Checks

  • Compare design/gdd/ documents against implementations in the code root
  • Check that every system referenced in architecture docs has corresponding code
  • Verify sprint plans reference real work items

4. Collaborative Assessment

For items that can't be automatically verified, ask the user:

  • "I can't automatically verify that the core loop plays well. Has it been playtested?"
  • "No playtest report found. Has informal testing been done?"
  • "Performance profiling data isn't available. Would you like to run /perf-profile?"

Never assume PASS for unverifiable items. Mark them as MANUAL CHECK NEEDED. An answer resolves the item: "no" or "not yet" is a checked, failed item (CONCERNS or FAIL, naming the skill that closes it — /design-review [doc] for an unreviewed concept or GDD) — except a play question at the Production gate (a human has played the Vertical Slice; at minimal, the core loop is fun on the current build), where "not yet" means nobody has played it: NOT ASSESSED (gate-production.md). Only an unanswered item or "I don't know" stays MANUAL CHECK NEEDED, which Section 5 turns into NOT ASSESSED.

This applies to questions about the project's state. Declining an offer to produce missing data (e.g. /perf-profile) leaves the item NOT ASSESSED; at performance.enforce: off it stays out of the verdict.


4b. Director Panel Assessment

The panel is set by two independent axes, both resolved in Phase 1: review_mode decides whether the panel runs, workflow decides how wide it is.

Axis 1 — review_mode decides whether any director spawns:

  • solo → skip the panel entirely. Note in output: "Director Panel skipped — Solo mode. Gate verdict based on artifact and quality checks only." Proceed to Phase 5.
  • lean → run the panel (phase gates always run in lean mode — this is their purpose).
  • full → run the panel.

Axis 2 — workflow decides the panel width. Directors are Opus-tier, so a fixed four-director panel costs a two-system jam exactly what it costs a thirty-system commercial project. The gate still runs at every tier; only its breadth scales:

workflowPanelDirectors
minimal1producer
standard2technical-director, producer
full4creative-director, technical-director, producer, art-director

producer is in every panel — scope and schedule readiness is the one judgment no tier makes optional. technical-director joins at standard because that is the first tier requiring architecture artifacts. creative-director and art-director join at full, the only tier requiring the full art bible and UX spec set for them to assess.

Width is not the same as strictness. A narrower panel does not soften the verdict: the escalation rule in .claude/docs/director-gates.md is unchanged — the strictest verdict returned by whoever ran still wins. Do not infer PASS from a perspective that was never consulted.

Before generating the final verdict, spawn the directors for the resolved tier as parallel subagents via Agent using the parallel gate protocol from .claude/docs/director-gates.md. Issue all the Agent calls simultaneously — do not wait for one before starting the next.

Gate IDs:

  1. creative-director — gate CD-PHASE-GATE (.claude/docs/director-gates/cd-phase-gate.md)
  2. technical-director — gate TD-PHASE-GATE (.claude/docs/director-gates/td-phase-gate.md)
  3. producer — gate PR-PHASE-GATE (.claude/docs/director-gates/pr-phase-gate.md)
  4. art-director — gate AD-PHASE-GATE (.claude/docs/director-gates/ad-phase-gate.md)

Pass to each the target phase name, the resolved workflow tier, the target gate's required and recommended artifacts at the resolved tier (the loaded gate file's checklist after its tier reduction and the qa.level relaxation — what this gate asks for, not what a later one will), the list of artifacts present, and its gate's own context — named here, so this session never has to read the gate files:

  • CD-PHASE-GATE: the game pillars and core fantasy (from design/gdd/game-concept.md, else design/game-brief.md).
  • TD-PHASE-GATE: the architecture document path, the engine reference path (docs/engine-reference/<engine>/VERSION.md), and the ADR list.
  • PR-PHASE-GATE: the sprint and milestone artifacts present, team.size as resolved above (with the current sprint plan's capacity, if a plan exists), and the number of stories under production/epics/ whose status is Blocked. At workflow: minimal, pass the Build order in design/game-brief.md as the plan — that tier has no sprint plan.
  • AD-PHASE-GATE: the art and visual artifacts present, the Visual Identity Anchor (from design/gdd/game-concept.md, else the "Art & audio direction" line of design/game-brief.md), and the art bible path.

Pass each context item as one of three things, so no director has to guess:

  • Present — its path or value (0 blocked stories is a value).
  • "none" — the target gate (or an earlier one) requires or recommends it at this tier and it does not exist (no architecture document at /gate-check pre-production). For the director that is a fact about the project to judge, not a missing input.
  • "not expected before [phase]" — the target gate does not ask for it yet; name the phase whose gate first does (the architecture document and ADRs before Pre-Production, the sprint plan before Production). One this tier never requires is "not required at workflow: [tier]" (any sprint plan at minimal). Neither is ever passed as "none", and neither is a finding — a director judges readiness for the phase being entered, not a later one.

Name the omissions in the output. Below the Director Panel summary, when the panel ran narrower than four, state which perspectives did not run and how to get them — e.g. "Panel: 2 of 4 (workflow: standard). Creative and Art perspectives not consulted. Raise modes.rigor to full (or set modes.workflow: full) for the complete panel." Name the setting the config block shows as workflow's source: when modes.workflow is set on its own, raising modes.rigor does not change it. Never point to --review full for this — --review decides whether the panel runs, not how wide it is. A silently narrow panel reads as a clean bill of health from reviewers who never looked.

Collect every response from the directors that ran, then present the Director Panel summary (one row per director that ran; name the ones workflow left out):

## Director Panel Assessment

Creative Director:  [READY / CONCERNS / NOT READY / NOT ASSESSED]
  [feedback]

Technical Director: [READY / CONCERNS / NOT READY / NOT ASSESSED]
  [feedback]

Producer:           [READY / CONCERNS / NOT READY / NOT ASSESSED]
  [feedback]

Art Director:       [READY / CONCERNS / NOT READY / NOT ASSESSED]
  [feedback]

Apply to the verdict:

  • Any director returns NOT READY → verdict is minimum FAIL (no override turns a FAIL into a stage change — Section 6)
  • Any director returns CONCERNS → verdict is minimum CONCERNS
  • Any director returns NOT ASSESSED (and none returned NOT READY or CONCERNS) → verdict at best NOT ASSESSED; name the input that director said was missing — it never counts as READY
  • Every director that ran returns READY → eligible for PASS (still subject to artifact and quality checks from Section 3)

5. Output the Verdict

## Gate Check: [Current Phase] → [Target Phase]

**Date**: [date]
**Checked by**: gate-check skill

### Required Artifacts: [X/Y present]
- [x] design/gdd/game-concept.md (design/game-brief.md at `minimal`) — exists, 2.4KB
- [ ] docs/architecture/ — MISSING (no ADRs found)
- [x] production/sprints/ — exists, 1 sprint plan

### Quality Checks: [X/Y passing]
- [x] GDD has 8/8 required sections
- [ ] Tests — FAILED (3 failures in tests/unit/)
- [?] Core loop playtested — MANUAL CHECK NEEDED

### Blockers
1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
   covering core system architecture before entering production.
2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.

### Recommendations
- [Priority actions to resolve blockers]
- [Optional improvements that aren't blocking]

### Verdict: [PASS / NOT ASSESSED / CONCERNS / FAIL]
- **PASS**: All required artifacts present, all quality checks passing
- **CONCERNS**: Minor gaps exist but can be addressed during the next phase —
  the stage advances only if the user explicitly accepts them (Section 6)
- **FAIL**: Critical blockers must be resolved before advancing
- **NOT ASSESSED**: One or more required checks could not be run at all — name
  which, and why, in the Blockers section

### Accepted Risks (only when the user advanced on CONCERNS)
- [each concern, as listed above] — accepted by the user, [date]

NOT ASSESSED — when the gate could not look. Rank: it outranks PASS (a gate that could not check part of its scope has not established the phase is ready) and ranks below CONCERNS and FAIL (a known blocker is more actionable than an unknown, and demoting it behind an access problem buries it). It is not a softer FAIL: "I checked and found a blocker" and "I could not check" need different fixes — one needs work done, the other needs the input produced or made readable.

Verdict precedence — first matching rule wins, evaluated in this order: FAIL, then CONCERNS, then NOT ASSESSED, then PASS. A gate with both a real blocker and an unassessable check is FAIL: the blocker is the actionable finding. Stating the order mechanically removes the inference — the rank sentence above says what outranks what, but only an ordered list says what to do when two conditions hold at once.

Emit it when any of:

  • A required artifact exists but cannot be assessed — empty, unreadable, or still entirely [TO BE CONFIGURED] / template placeholders. Present-but-empty is the case that most looks like present.

  • A quality check's input carries no measured data. Section 3 compares the performance budgets against "profiling data in tests/performance/ or recent /perf-profile output" — and /perf-profile's report template pre-fills [16.67ms] as the budget, so it can render ">99% headroom" from zero profiler data. Placeholder numbers are not measurements: a budget nobody set is not a budget that was met. Absent data already prompts (Section 4 offers to run /perf-profile); this covers data that is present and hollow, which is the case that looks like a measurement.

  • A test check the tier requires could not be executed — no test runner is configured, or the runner is configured but failed to start. Section 3 runs the suite "if a test runner is configured", and an unconfigured runner produced no failures, so the test check contributed nothing to the verdict and the gate could still reach PASS. Meanwhile testing.strict.logic and .integration both default to true, so the project's own configuration called those gates BLOCKING. A blocking gate that never ran is the unknown this verdict exists to name. Remediation is already listed under Common Gaps (/test-setup); this is what the verdict does with it.

    Scope this to tiers that require tests. At qa.level: minimal no test gates apply at all (see the config block above), so a missing runner there is the configured posture, not a hole — firing the trigger would make every minimal gate permanently NOT ASSESSED and stop stage advancement, the same over-broad reading the director trigger below warns against. Fires only where the resolved tier actually asked for the test check.

  • A MANUAL CHECK NEEDED item the user never resolved. Section 4 already refuses to assume PASS for unverifiable items and marks them this way — but until now the verdict vocabulary had nowhere to put one, so an unresolved manual check had to land inside PASS, CONCERNS or FAIL anyway. This is where it goes.

  • A director the resolved tier was supposed to spawn did not return — it errored, produced no verdict, or was interrupted.

    Scope this narrowly, and do not read it as "fewer than four directors ran". Section 4b narrows the panel by design — 1 director at minimal, 2 at standard, 4 at full, and none in solo — and that narrowing is a deliberate, announced reduction, not a failure to assess. The broad reading makes every minimal, standard and solo gate permanently NOT ASSESSED, which means the verdict can never be PASS and Section 6 can never advance project.stage. That would break stage advancement for most projects, since those are the common tiers. The trigger fires only when a director the tier did call for fails to come back — a hole in the panel you expected, never the panel you deliberately chose.

  • A referenced upstream verdict is itself NOT ASSESSED — it propagates upward rather than resolving to a pass.

Never resolve an unknown by assuming the permissive reading. If the check could not run, that fact is the finding.


5a. Chain-of-Verification

After drafting the verdict in Phase 5, challenge it before finalising.

Step 1 — Generate 5 challenge questions designed to disprove the verdict:

Tool-action requirement: At least 2 of the 5 challenge questions below must be answered by re-reading a specific file (Read tool) or re-running a specific check (Grep tool) — not by reflection alone. Mark these with [TOOL ACTION] to indicate a tool was used.

For a PASS draft:

  • "Which quality checks did I verify by actually reading a file, vs. inferring they passed?"
  • "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation? [TOOL ACTION] Re-scan the checklist for any [?] or MANUAL CHECK items."
  • "Did I confirm all listed artifacts have real content, not just empty headers? [TOOL ACTION] Re-read the file and check it has non-placeholder content."
  • "Could any blocker I dismissed as minor actually prevent the phase from succeeding?"
  • "Which single check am I least confident in, and why?"

For a CONCERNS draft:

  • "Could any listed CONCERN be elevated to a blocker given the project's current state?"
  • "Is the concern resolvable within the next phase, or does it compound over time?"
  • "Did I soften any FAIL condition into a CONCERN to avoid a harder verdict?"
  • "Are there artifacts I didn't check that could reveal additional blockers?"
  • "Do all the CONCERNS together create a blocking problem even if each is minor alone?"

For a FAIL draft:

  • "Have I accurately separated hard blockers from strong recommendations?"
  • "Are there any PASS items I was too lenient about?"
  • "Am I missing any additional blockers the user should know about?"
  • "Can I provide a minimal path to PASS — the specific 3 things that must change?"
  • "Is the fail condition resolvable, or does it indicate a deeper design problem?"

Step 2 — Answer each question independently. Do NOT reference the draft verdict text — re-check specific files or ask the user.

Step 3 — Revise if needed:

  • If any answer reveals a missed blocker → upgrade verdict (PASS→CONCERNS or CONCERNS→FAIL)
  • If any answer reveals a check that could not be run rather than one that ran and passed → PASS→NOT ASSESSED. The first two PASS-draft questions above ("verified by actually reading a file, vs. inferring", "MANUAL CHECK NEEDED items I marked PASS") exist to find exactly this, and until now a yes to either had no verdict to move to
  • If any answer reveals an over-stated blocker → downgrade only if citing specific evidence
  • Never revise NOT ASSESSED down to PASS by re-reasoning about the missing input. Only obtaining the input clears it
  • If answers are consistent → confirm verdict unchanged

Step 4 — Note the verification in the final report output: Chain-of-Verification: [N] questions checked — verdict [unchanged | revised from X to Y]


6. Update Stage on PASS

When the verdict is PASS and the user confirms they want to advance, write the new stage to BOTH project.yaml and the legacy production/stage.txt.

On CONCERNS, the user may override — explicitly. Do not offer the stage write by default. If the user asks to advance anyway, list every concern and ask: "The gate returned CONCERNS. Accept these risks — [list] — and may I update project.stage in project.yaml to '[stage]' (and the legacy production/stage.txt)?" Only on an explicit yes, add the ### Accepted Risks section to the gate report (each concern, accepted by the user, with the date) and write the stage as below. A FAIL is never overridden into a stage change, and neither is NOT ASSESSED — the blockers must be fixed, or the missing input produced, and the gate re-run.

6.1 Primary write — project.yaml

Set project.stage to the new stage name in project.yaml at the repo root.

  • If a project: block already exists: Read project.yaml first (the Edit tool requires the file to have been read in this session), then use the Edit tool to change its stage: value.
  • If project.yaml exists but has no project: block: Read project.yaml first, then use the Edit tool to insert the block immediately after the framework: block (before modes:). Insert exactly (replace <new-stage>):
    project:
      stage: <new-stage>
    
  • If project.yaml does not exist at all: create it with the Write tool using this v1.1 minimal template (replace <new-stage> and the date):
    # CCGS project configuration — single source of truth for project settings.
    # Schema: grep the `## <key>` section of .claude/docs/effects-map.md —
    # it is ~31k tokens whole, ~900 per section. Do not open it entire.
    
    schema_version: 1
    
    framework:
      version: 1.1.2
      last_upgraded: <YYYY-MM-DD>
    
    project:
      stage: <new-stage>
    
    Do not seed modes.review_mode here. It is a rigor-fronted knob — modes.rigor supplies its value, so an explicit value would shadow the rigor expansion and pin the review mode regardless of the project's rigor.

6.2 Legacy fallback write — production/stage.txt

Also write the single-line stage name (no trailing newline) so hooks that have not migrated still work. Ensure the production/ directory exists first:

mkdir -p production && printf '%s' "Production" > production/stage.txt

6.3 Verify both writes

After both writes, Read project.yaml and production/stage.txt and confirm both show the new stage. If they diverge, report the discrepancy to the user and stop — a split stage indicator corrupts future auto-detection.

Always ask before writing: "Gate passed. May I update project.stage in project.yaml to 'Production' (and the legacy production/stage.txt)?" — on an accepted CONCERNS override, the explicit yes above is that ask.

6.4 Rigor-fit check (advisory — never affects the verdict)

After the stage advance is confirmed, apply the raise trigger in .claude/docs/settings-guidance.md § 4: if the new stage is Production (or later) while the resolved modes.workflow is minimal (the rigor: minimal posture, from the config block above), add one line:

"You're entering [stage] on rigor: minimal — most projects this size run standard. Revisit with /settings modes.rigor=standard?"

Offer it once, here at the gate. Route to /settings — never change the setting yourself.


7. Closing Next-Step Widget

After the verdict is presented and any stage update is complete (project.yaml + stage.txt), close with a structured next-step prompt using AskUserQuestion.

Tailor the options to the gate that just ran. The argument names the phase being entered, so /gate-check systems-design is the Concept → Systems Design gate.

At workflow: minimal, skip the menus below. They walk the phase ladder, and the minimal route is not the ladder: offer the first incomplete step of paths.minimal instead (the --path minimal rows from Section 3): /setup-engine, then /brainstorm, then /create-stories, then /dev-story on the next story — the route /help gives.

For Concept → Systems Design (/gate-check systems-design) PASS — option [A] is /map-systems when design/gdd/systems-index.md does not exist yet (many projects write it during Concept, as the workflow catalog orders it), otherwise /design-system [first system in the index's design order]:

Gate passed. What would you like to do next?
[A] Run /map-systems — decompose the concept into systems and a design order (recommended next step)
    — or, when the systems index already exists: Run /design-system [first system] — author its GDD
[B] Revisit the concept first — return here when it is settled
[C] Stop here for this session

For Systems Design → Technical Setup (/gate-check technical-setup) PASS:

Gate passed. What would you like to do next?
[A] Run /create-architecture — produce your master architecture blueprint and ADR work plan (recommended next step)
[B] Design more GDDs first — return here when all MVP systems are complete
[C] Stop here for this session

Note for the Systems Design → Technical Setup PASS: /create-architecture is the required next step before writing any ADRs. It produces the master architecture document and a prioritized list of ADRs to write. Running /architecture-decision without this step means writing ADRs without a blueprint — skip it at your own risk.

For Technical Setup → Pre-Production (/gate-check pre-production) PASS:

Gate passed. What would you like to do next?
[A] Run /create-control-manifest — generate the layer rules manifest from your Accepted ADRs (first, if docs/architecture/control-manifest.md does not exist yet)
[B] Run /vertical-slice — build the Vertical Slice (do this before writing epics — validate fun first)
[C] Write more ADRs first — run /architecture-decision [next-system]
[D] Stop here for this session

Note for the Technical Setup → Pre-Production PASS: The Pre-Production sequence is deliberately ordered to validate fun before committing to detailed planning:

  1. /create-control-manifest — extract technical rules from Accepted ADRs, if not done yet (/create-epics requires it at full)
  2. /vertical-slice — build the Vertical Slice FIRST, before writing epics or stories
  3. Playtest → /playtest-report — at least 1 documented session, 3+ better before committing the full team. /gate-check production treats the slice as recommended: skipped → CONCERNS, unplayed → NOT ASSESSED
  4. /ux-design [screen] — UX specs for main menu, core HUD, pause menu (if not done)
  5. /create-epics layer:foundation then /create-epics layer:core — plan after fun is validated
  6. /create-stories [epic-slug] for each epic
  7. /sprint-plan new

Why prototype before epics? If the prototype reveals the core loop needs to change, epics written before that discovery will be partially wrong. Validate fun cheaply first, then plan in detail. This is the #1 lesson from GDC postmortem data.

For all other gates, offer the two most logical next steps for that phase plus "Stop here".


8. Follow-Up Actions

Based on the verdict, suggest specific next steps:

  • No art bible? → /art-bible to create the visual identity specification
  • Art bible exists but no asset specs? → /asset-spec system:[name] to generate per-asset visual specs and generation prompts from approved GDDs
  • No game concept? → /brainstorm to create one
  • No systems index? → /map-systems to decompose the concept into systems
  • Missing design docs? → /reverse-document or delegate to game-designer
  • Small design change needed? → /quick-design for changes under about one week of implementation (bypasses full GDD pipeline)
  • No UX specs? → /ux-design [screen name] to author specs, or /team-ui [feature] for full pipeline
  • UX specs not reviewed? → /ux-review [file] or /ux-review all to validate
  • No accessibility requirements doc? → run /ux-design which creates both design/accessibility-requirements.md and design/ux/interaction-patterns.md in one step
  • No interaction pattern library? → /ux-design patterns to initialize it
  • Concept or a GDD not reviewed? → /design-review [doc]
  • GDDs not cross-reviewed? → /review-all-gdds (run after all MVP GDDs are individually approved)
  • Cross-GDD consistency issues? → fix flagged GDDs, then re-run /review-all-gdds
  • No test framework? → /test-setup to scaffold the framework for your engine
  • No QA plan for current sprint? → /qa-plan sprint to generate one before implementation begins
  • Missing ADRs? → /architecture-decision for individual decisions
  • No master architecture doc? → /create-architecture for the full blueprint
  • ADRs missing engine compatibility sections? → Re-run /architecture-decision or manually add Engine Compatibility sections to existing ADRs
  • Missing control manifest? → /create-control-manifest (requires Accepted ADRs)
  • Missing epics? → /create-epics layer: foundation then /create-epics layer: core (requires control manifest)
  • Missing stories for an epic? → /create-stories [epic-slug] (run after each epic is created)
  • Stories not implementation-ready? → /story-readiness to validate stories before developers pick them up
  • Tests failing? → delegate to lead-programmer or qa-tester
  • No playtest data? → /playtest-report
  • No playtest sessions beyond the minimum? → Additional sessions give more reliable signal. 3+ total is recommended before committing the full team. Use /playtest-report to structure findings.
  • No Difficulty Curve doc? → Author design/difficulty-curve.md by hand from the template at .claude/docs/templates/difficulty-curve.md. (/quick-design is a related session but writes to design/quick-specs/, not to this path — use it to think the curve through, then copy the outcome here.)
  • No player journey map? → Author design/player-journey.md by hand from the template at .claude/docs/templates/player-journey.md.

Neither of these has a skill that writes it — the remediations must not imply otherwise. Naming "/ux-design Phase 2b" would point at the step that reads design/player-journey.md, landing the user back at the check that just failed. Naming /quick-design would point at a skill that writes design/quick-specs/[name]-[date].md and would leave this gate still failing. Both docs are hand-authored from their templates; say so plainly rather than naming a skill that cannot produce them.

  • Need a quick sprint check? → /sprint-status for current sprint progress snapshot
  • Performance unknown? → /perf-profile
  • Not localized? → /localize
  • No security audit, or open CRITICAL/HIGH findings? → /security-audit (after fixes, /security-audit quick to confirm)
  • Ready for release? → /launch-checklist

Collaborative Protocol

This skill follows the collaborative design principle:

  1. Scan first: Check all artifacts and quality gates
  2. Ask about unknowns: Don't assume PASS for things you can't verify
  3. Present findings: Show the full checklist with status
  4. User decides: The verdict is a recommendation — the user makes the final call on what to do next; only the stage write is bound to it (Section 6)
  5. Get approval: "May I write this gate check report to production/gate-checks/?"
  6. Never auto-fix: If required artifacts are missing, report the FAIL verdict and name the skill to run (e.g. "run /test-setup"). Do NOT create missing files or re-run the gate automatically. Creating files to manufacture a PASS defeats the gate's purpose.

Never block a user from working — the verdict decides only whether this skill writes the new stage. On CONCERNS the user may advance by explicitly accepting the listed risks, which the report records (Section 6); on FAIL or NOT ASSESSED the stage stays where it is until a re-run passes, and nothing stops the user working on the blockers meanwhile.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/gate-check">View gate-check on skillZs</a>