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Design Review

★ 22K repomlN/AIntermediateClaude
🤖 AI Summary

This skill performs a multi-phase design document review, spawning specialist agents for deep analysis by default (`--depth full`) or running a faster single-session review (`--depth lean`/`solo`), controlled by the `--depth` flag.

How to Install

Claude Code:
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git && cp Claude-Code-Game-Studios/.claude/skills/design-review ~/.claude/skills/SKILL.md -r

Phase 0: Parse Arguments

Extract --depth [full|lean|solo] if present. Default is full when no flag is given.

Note: --depth controls the analysis depth of this skill (how many specialist agents are spawned). It is independent of the global review mode in production/review-mode.txt, which controls director gate spawning. These are two different concepts — --depth is about how thoroughly this skill analyses the document.

  • full: Complete review — all phases + specialist agent delegation (Phase 3b)
  • lean: All phases, no specialist agents — faster, single-session analysis
  • solo: Phases 1-4 only, no delegation, no Phase 5 next-step prompt — use when called from within another skill

Phase 1: Load Documents

Read the target design document in full. Read CLAUDE.md to understand project context and standards. Read related design documents referenced or implied by the target doc (check design/gdd/ for related systems).

Dependency graph validation: For every system listed in the Dependencies section, use Glob to check whether its GDD file exists in design/gdd/. Flag any that don't exist yet — these are broken references that downstream authors will hit.

Lore/narrative alignment: If design/gdd/game-concept.md or any file in design/narrative/ exists, read it. Note any mechanical choices in this GDD that contradict established world rules, tone, or design pillars. Pass this context to game-designer in Phase 3b.

Prior review check: Check whether design/gdd/reviews/[doc-name]-review-log.md exists. If it does, read the most recent entry — note what verdict was given and what blocking items were listed. This session is a re-review; track whether prior items were addressed.


Phase 2: Completeness Check

Evaluate against the Design Document Standard checklist:

  • [ ] Has Overview section (one-paragraph summary)
  • [ ] Has Player Fantasy section (intended feeling)
  • [ ] Has Detailed Rules section (unambiguous mechanics)
  • [ ] Has Formulas section (all math defined with variables)
  • [ ] Has Edge Cases section (unusual situations handled)
  • [ ] Has Dependencies section (other systems listed)
  • [ ] Has Tuning Knobs section (configurable values identified)
  • [ ] Has Acceptance Criteria section (testable success conditions)

Phase 3: Consistency and Implementability

Internal consistency: - Do the formulas produce values that match the described behavior? - Do edge cases contradict the main rules? - Are dependencies bidirectional (does the other system know about this one)?

Implementability: - Are the rules precise enough for a programmer to implement without guessing? - Are there any "hand-wave" sections where details are missing? - Are performance implications considered?

Cross-system consistency: - Does this conflict with any existing mechanic? - Does this create unintended interactions with other systems? - Is this consistent with the game's established tone and pillars?


Phase 3b: Adversarial Specialist Review (full mode only)

Skip this phase in lean or solo mode.

This phase is MANDATORY in full mode. Do not skip it.

Before spawning any agents, print this notice:

"Full review: spawning specialist agents in parallel. This typically takes 8–15 minutes. Use --review lean for faster single-session analysis."

Step 1 — Identify all domains the GDD touches

Read the GDD and identify every domain present. A GDD can touch multiple domains simultaneously — be thorough. Common signals:

If the GDD contains... Spawn these agents
Costs, prices, drops, rewards, economy economy-designer
Combat stats, damage, health, DPS game-designer, systems-designer
AI behaviour, pathfinding, targeting ai-programmer
Level layout, spawning, wave structure level-designer
Player progression, XP, unlocks economy-designer, game-designer
UI, HUD, menus, player-facing displays ux-designer, ui-programmer
Dialogue, quests, story, lore narrative-director
Animation, feel, timing, juice gameplay-programmer
Multiplayer, sync, replication network-programmer
Audio cues, music triggers audio-director
Performance, draw calls, memory performance-analyst
Engine-specific patterns or APIs Primary engine specialist (from .claude/docs/technical-preferences.md)
Acceptance criteria, test coverage qa-lead
Data schema, resource structure systems-designer
Any gameplay system game-designer (always)

Spawn game-designer for all GDDs that describe gameplay mechanics or player-facing rules. Spawn systems-designer for all GDDs that contain formulas or system interaction rules. These are the most common baselines — but not required for pure UI specs, audio specs, or lore documents. Use the domain table above to determine which specialists are truly relevant.

Step

Details

Category AI/ML → ml
SourceDonchitos/Claude-Code-Game-Studios
SKILL.mdView on GitHub →
Repo Stars★ 22.1K
Est. per SkillN/A (shared across 74 skills from this repo)
DifficultyIntermediate
Risk LevelN/A

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Works Well With

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