Individual skill

game-build

Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先针对头号设计风险搭建白盒原型,或在正式生产时将已批准的 GAME_DESIGN 与 ART_DIRECTION 提炼为精简的 BUILD_BRIEF,在目标运行环境中实现可运行版本并用可复现的实机记录迭代。用于验证高风险设计问题、构建游戏原型或实现已批准的设计方案。

skills/game-build/SKILL.md

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# 游戏构建执行

守住已批准的体验设计边界(正式生产阶段同时守住已批准的美术方向),驱动代码实现产出真实可玩的构建版本,不在构建阶段私自重做概念选型、关卡设计或美术方向。

读取 [build-brief-contract.md](references/build-brief-contract.md)。白盒阶段必须已有 `GAME_DESIGN.md`,正式生产阶段还必须已有 `ART_DIRECTION.md`;若发现上游产品或设计决策缺失,退回对应负责环节补齐,不在 `BUILD_BRIEF.md` 里临时拍脑袋发明。

产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。

## 目标与自由

严格按 `PRODUCT_BRIEF.md` 锁定的目标平台、生产引擎、运行环境、显示与输入方式、项目范围、内容分级和联网边界交付。当目标工具链在当前环境不可用时,不得擅自改做成网页版顶替;只有在 `PRODUCT_BRIEF.md` 明确批准了替代运行环境时才可使用,且必须分别记清 `targetRuntime`、`testedRuntime` 与尚未覆盖的目标平台特性。

正式生产阶段继承 `ART_DIRECTION.md` 的视觉约束与已批准的目标图,并在实机运行画面中逐项核验核心资产。当正式生产需要新绘位图且项目内无合适现成素材时,直接调用当前环境的图像生成工具(在 Codex 环境中优先使用内置 ImageGen);已有的成套图标与适合用代码绘制的简洁几何图形可继续复用。生成的成品文件必须落盘保存到项目目录并接入真实游戏界面,不得拿文字徽章、Emoji 或未执行的生成提示词冒充已完工美术;白盒阶段的临时占位图须明确标明阶段属性。

`BUILD_BRIEF.md` 只提炼产品边界、必须保真的核心体验事实、启动与验证命令以及完成证据,具体代码组织方式交由实现模型自主决定。
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