Individual skill

game-production-stages

Plan and route a game or playable 3D demo through art direction, sandbox, environment, character, assembly, atmosphere, gameplay, and shipping. Use at the start of any game-shaped project or when replanning one mid-flight. Coordinates reference-pack-authority, asset-judge-loop, 3d-asset-quality, and verify-by-playing, with a playable placeholder sandbox required before production assets.

skills/game-production-stages/SKILL.md

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# Stages, gates, and which skill owns each

This is a routing document. The craft lives in the specialist skills; this map exists so they
load at the right moments instead of by trigger luck, and so ordering mistakes that have each
cost real projects real rounds are not re-made.

## The map

| stage | work | exit gate | loads |
|---|---|---|---|
| **0 — Art direction** | Hero image, site plan, section, elevations, materials sheet, character sheet — generated, pinned, hashed | Operator approves the hero (cheapest rejection point) + **congruence pass done, spec-as-text written** | `reference-pack-authority` |
| **1 — Playable sandbox** | Template adopted WHOLE if one is used; capsule player; greybox world built from the layout's own collision data; core loop playable | **`verify-by-playing`** — real input, route traversed, camera owned | `verify-by-playing` |
| **2a ∥ Environment** | Batch assets, coherent PBR surfaces, layout geometry | Judge passes the batch | `asset-judge-loop`, `3d-asset-quality` |
| **2b ∥ Character** | Model, rig, clips (generate high-poly → bake route) | Rig proven by MEASURED joint motion; sockets by read-back through the actual loader | `3d-asset-quality` |
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