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iteration-loop

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Actualizado30 de junio de 2026 a las 23:33

Use when bringing any system — visual (terrain/biome/dungeon/town/castle/character/enemy/NPC/spell-fx), systemic (balance/economy/difficulty), or narrative (lore/quests) — up to fidelity with its intended target through repeated cycles, in any engine. Covers the generic Reference → Diff → Prioritize → Generate/Implement → Verify loop, a preview-harness pattern for screenshotting/inspecting a system in isolation, the animation-can't-be-eyeballed-from-one-frame problem (contact-sheet capture), the external-asset/content-request escalation (when generation is the wrong tool — e.g. animations, trees), the two playtesting channels — human playtesters and an AI playtester that self-verifies via logs/screenshots through a "playtester API" — a human-checkpoint/batching pattern for scaling a generated visual change (including a cheap-mockup gate before heavyweight 3D/tileset generation), and an asset-pack organization + browsable-studio/explorer pattern for what gets approved. Also use to diagnose a project that's gen

Instalación

Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.

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