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prototype

Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. After /brainstorm and /setup-engine.

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Repository
Donchitos/Claude-Code-Game-Studios
Last source activity
September 29, 2026 at 11:32
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English
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SKILL.md
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name
prototype
description
Concept prototype before GDDs — throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED. After /brainstorm and /setup-engine.
argument-hint
[concept-description] [--path html|engine|paper] [--review full|lean|solo] [--spike]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/prototype/../../hooks/yaml-helper.sh" resolve_config *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow` Resolved above — use as-is; `--review` overrides `review_mode` for this run. No block → defaults in `.claude/docs/config-resolution.md`. # Prototype ## Purpose This is the **concept prototype** — a fast, throwaway build that answers one question: *"Is this core idea actually fun to interact with?"* **Default use** — run right after `/brainstorm` and `/setup-engine`, before writing GDDs or architecture docs. Its verdict determines whether the concept is worth the investment of full design documentation. **Mid-production?** You can also run this at any stage to test a specific mechanic, design change, or technical question. Pass `--spike` to activate spike mode: a lightweight ~4-hour build with no GDD prerequisites and no phase gate implications. **Already have GDDs and architecture complete?** To validate the full game loop before committing to Production, run `/vertical-slice` instead. --- ## Phase 1: Define the Question **Read `references/1-question.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 2: Load Concept Context **Read `references/2-load-context.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 3: Choose the Prototype Path **Read `references/3-choose-path.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 4: Plan the Prototype **Read `references/4-plan.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 5: Implement **Read `references/5-implement.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 6: Playtest Debrief **Read `references/6-debrief.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 7: Generate Prototype Report **Read `references/7-report.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 8: Creative Director Review **Read `references/8-cd-review.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Phase 9: Summary and Next Steps **Read `references/9-summary.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Spike Mode **Triggered by:** `--spike` flag OR "Mid-production spike" entry choice in Phase 1. **Read `references/spike-mode.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ### Important Constraints - Prototype code must NEVER import from production source files - Production code must NEVER import from prototype directories - If the recommendation is PROCEED, production implementation is written from scratch — prototype code is never refactored into production - Total effort is hard-capped at 1 day (concept prototypes test one mechanic) - Test ONE mechanic — if scope grows, stop and simplify the question - No polish. No menus, no game over, no music, no UI unless it IS the mechanic - If stuck after 2 hours of engine iteration, reframe the question or switch paths - **3 PIVOT iterations → force a KILL decision.** If this is the third time the same concept has produced a PIVOT verdict, the concept likely doesn't work. Ask: "Is this the right idea, or am I in the sunk cost trap?" A new concept prototyped fresh will almost always beat a fourth iteration of a struggling one. - Building 2-3 different concept variants and picking the best one is a healthier strategy than iterating one concept to death. Natural selection between prototypes beats willpower. - **Networked/multiplayer games:** A local prototype cannot validate the feel of a networked mechanic. Latency fundamentally changes how combat, movement, and prediction feel — a prototype running at 0ms local will feel entirely different at 80ms network delay. Use a local prototype to validate that the mechanic is *interesting*. Do not use it as evidence that it *feels good* under real network conditions. Network feel requires real peers or simulated latency (e.g., throttle tools, network condition simulators).
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