Claude-Code-Game-Studios prototype
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
T=$(mktemp -d) && git clone --depth=1 https://github.com/Donchitos/Claude-Code-Game-Studios "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/prototype" ~/.claude/skills/donchitos-claude-code-game-studios-prototype && rm -rf "$T"
.claude/skills/prototype/SKILL.mdPhase 1: Define the Question
Resolve the review mode (once, store for all gate spawns this run):
- If
was passed → use that--review [full|lean|solo] - Else read
→ use that valueproduction/review-mode.txt - Else → default to
lean
See
.claude/docs/director-gates.md for the full check pattern.
Read the concept description from the argument. Identify the core question this prototype must answer. If the concept is vague, state the question explicitly before proceeding — a prototype without a clear question wastes time.
Phase 2: Load Project Context
Read
CLAUDE.md for project context and the current tech stack. Understand what engine, language, and frameworks are in use so the prototype is built with compatible tooling.
Phase 3: Plan the Prototype
Define in 3-5 bullet points what the minimum viable prototype looks like:
- What is the core question?
- What is the absolute minimum code needed to answer it?
- What can be skipped (error handling, polish, architecture)?
Present this plan to the user before building. Ask for confirmation if scope seems unclear.
Phase 4: Implement
Ask: "May I create the prototype directory at
prototypes/[concept-name]/ and begin implementation?"
If yes, create the directory. Every file must begin with:
// PROTOTYPE - NOT FOR PRODUCTION // Question: [Core question being tested] // Date: [Current date]
Standards are intentionally relaxed:
- Hardcode values freely
- Use placeholder assets
- Skip error handling
- Use the simplest approach that works
- Copy code rather than importing from production
Run the prototype. Observe behavior. Collect any measurable data (frame times, interaction counts, feel assessments).
Phase 5: Generate Prototype Report
Draft the report:
## Prototype Report: [Concept Name] ### Hypothesis [What we expected to be true -- the question we set out to answer] ### Approach [What we built, how long it took, what shortcuts we took] ### Result [What actually happened -- specific observations, not opinions] ### Metrics [Any measurable data collected during testing] - Frame time: [if relevant] - Feel assessment: [subjective but specific -- "response felt sluggish at 200ms delay" not "felt bad"] - Player action counts: [if relevant] - Iteration count: [how many attempts to get it working] ### Recommendation: [PROCEED / PIVOT / KILL] [One paragraph explaining the recommendation with evidence] ### If Proceeding [What needs to change for a production-quality implementation] - Architecture requirements - Performance targets - Scope adjustments from the original design - Estimated production effort ### If Pivoting [What alternative direction the results suggest] ### If Killing [Why this concept does not work and what we should do instead] ### Lessons Learned [Discoveries that affect other systems or future work]
Ask: "May I write this report to
prototypes/[concept-name]/REPORT.md?"
If yes, write the file.
Phase 6: Creative Director Review
Review mode check — apply before spawning CD-PLAYTEST:
→ skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 7 summary with the prototyper's recommendation as the final verdict.solo
→ skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 7 summary with the prototyper's recommendation as the final verdict.lean
→ spawn as normal.full
Spawn
creative-director via Task using gate CD-PLAYTEST (.claude/docs/director-gates.md).
Pass: the full REPORT.md content, the original design question, game pillars and core fantasy from
design/gdd/game-concept.md (if it exists).
The creative director evaluates the prototype result against the game's creative vision and pillars, then confirms, modifies, or overrides the prototyper's PROCEED / PIVOT / KILL recommendation. Their verdict is final. Update the REPORT.md
Recommendation section if the creative director's verdict differs from the prototyper's.
Phase 7: Summary and Next Steps
Output a summary to the user: the core question, the result, the prototyper's initial recommendation, and the creative-director's final decision. Link to the full report at
prototypes/[concept-name]/REPORT.md.
If PROCEED: run
/design-system to begin the production GDD for this mechanic, or /architecture-decision to record key technical decisions before implementation.
If PIVOT or KILL: no further action needed — the prototype report is the deliverable.
Verdict: COMPLETE — prototype finished. Recommendation is PROCEED, PIVOT, or KILL based on findings above.
Important Constraints
- Prototype code must NEVER import from production source files
- Production code must NEVER import from prototype directories
- If the recommendation is PROCEED, the production implementation must be written from scratch — prototype code is not refactored into production
- Total prototype effort should be timeboxed to 1-3 days equivalent of work
- If the prototype scope starts growing, stop and reassess whether the question can be simplified
Recommended Next Steps
- If PROCEED: Run
to author the production GDD, or/design-system [mechanic]
to record key technical decisions before implementation/architecture-decision - If PIVOT: Run
to test the adjusted direction/prototype [revised-concept] - If KILL: No further action required — the prototype report is the deliverable
- Run
to formally document any playtest sessions conducted during prototyping/playtest-report