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Codex-Code-Game-Studios
Codex-Code-Game-Studios には Euraika-Labs から収集した 87 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。
このリポジトリの skills
Global installer skill that bootstraps the full Codex Code Game Studios layer into the current repository by calling the installed repo bootstrap script.
Global helper for explaining how the Codex Code Game Studios pack works, whether the current repo is already studio-enabled, and which installer flow to use next.
Global read-only audit skill that checks whether a repository is ready for Codex Code Game Studios and routes to installation or the repo-local adopt flow.
Create a Steam pricing and bundle plan covering regional pricing, launch discounts, deluxe packages, soundtrack or DLC bundles, and Steam-specific pricing risks. Use when setting commercial terms on Steam.
Create a Steam Coming Soon and review calendar covering Steam Direct readiness, store page review, build review, wishlist beats, and release timing. Use when planning the Steam pre-launch window.
Create a Steam Deck readiness summary covering input, readability, performance, suspend-resume behavior, compatibility risks, and follow-up actions. Use when preparing Steam Deck support or review positioning.
Create a Steam demo plan covering demo App ID strategy, depot sharing, CTA back to the base game, QA scope, and event timing. Use when planning a public Steam demo.
Create a Steam DLC plan covering DLC App ID setup, ownership gating, depot strategy, bundle effects, messaging, and QA focus. Use when planning a Steam DLC release.
Create a Steam Early Access plan covering the Early Access Q and A, roadmap framing, save-compatibility strategy, update cadence, and price-change risks. Use when the base game will launch in Early Access.
Create a Steam launch operations runbook covering release unlock timing, go-live checks, on-call ownership, monitoring, escalation thresholds, and hotfix triggers. Use right before a Steam launch.
Create a Steam Playtest operations plan covering signup messaging, cohort waves, build cadence, feedback collection, and exit criteria. Use when planning gated Steam testing before launch.
Build a Steamworks publishing plan covering app relationships, packages, depots, review sequencing, Coming Soon timing, and which Steam variant flows apply. Use when preparing a Steam release for a premium game, demo, playtest, Early Access, DLC, soundtrack, or bundle.
Produce a Steam review-readiness packet covering store page completeness, build submission readiness, depot/package checks, and reviewer-facing risks. Use before Steam review submission.
Create a Steam soundtrack release plan covering soundtrack app setup, rights checks, album assets, pricing, and bundle coordination. Use when releasing a soundtrack on Steam.
Build a Steam store asset and copy pack covering capsule messaging, screenshots, trailers, library assets, and proof points. Use when preparing Steam store-facing creative and metadata.
Orchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.
Configure the project's game engine and version. Pins the engine in AGENTS.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from $project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of $design-review.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after $brainstorm is approved and before $map-systems or any GDD authoring begins.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after $create-epics for each epic.
Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after $story-readiness, before $code-review and $story-done.
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
Generates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.