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gsp-build-strategy
Use when deciding development mode, quality target, task granularity, or refactor policy for game work.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when deciding development mode, quality target, task granularity, or refactor policy for game work.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when auditing structure, boundaries, coupling, or state-management risks in an existing game project.
Use when auditing UI sounds, reward/failure cues, danger cues, or audio feedback layering in a game.
Use when converting game audit findings into a structured multi-axis scorecard.
Use when choosing a backend profile for a game based on capabilities, project state, and quality target.
Use when reviewing a built or in-progress game against the locked brief before claiming completion.
Use when backend uncertainty remains and only a narrow two- or three-option compare is needed.
| name | gsp-build-strategy |
| description | Use when deciding development mode, quality target, task granularity, or refactor policy for game work. |
Choose the right build strategy for the project.
Follow the gsp-orchestrator output strategy:
docs/game-studio/build-strategy.md and docs/game-studio/quality-target.md.Use:
./shared/reference/development-modes.md./shared/reference/quality-targets.md./shared/templates/build-strategy.md./shared/templates/quality-target.mdyolo-superguided-buildrefactor-opensurgical-livefirst-playablepolished-prototypeproduction-featurelive-patchyolo-super + first-playableyolo-super or guided-build + polished-prototypeguided-build or refactor-open + production-featuresurgical-live + live-patchMatch task size to the mode:
Choose the exploration budget explicitly:
minimal when the task is narrow and already shape-lockedstandard for normal product workhigh for single-prompt showcase generation, benchmark runs, or any task where first-result quality matters more than token thriftFor high exploration budget work:
polished-prototype over first-playable unless the user explicitly wants only a spikeDo not let “safe” planning ruin the result on low-risk greenfield work. Do not let “fast” planning justify broad rewrites on live products. For benchmark or showcase builds, do not optimize for token thrift if that weakens the result.