codex

Codex AI Game Studio

A safety-first, cross-platform AI game-production studio for Codex with 85 skills and an offline catalog of 163 verified repositories.

22 on GitHubby frabcdv1.1.1MITupdated 16 days agoDeveloper Tools

Plugin ai-game-studio in frabcd/codex-ai-game-studio. Commands read from the repo's manifest — 16 days ago.

What it installs

Skills (85)

  • adopt

    Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from $ai-game-studio:pr

  • architecture-decision

    Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.

  • architecture-review

    Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PAS

  • art-bible

    Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after $ai-game-studio:brainstorm is approved and before $ai-game-studio:map-systems or any GDD authoring begins.

  • asset-3d-generate

    Select and run a licensed image-or-text-to-3D workflow, then validate topology, shading, UVs, LODs, collision, and engine import.

  • asset-audit

    Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

  • asset-spec

    Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

  • balance-check

    Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

  • brainstorm

    Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

  • bug-report

    Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.

  • bug-triage

    Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.

  • changelog

    Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.

  • code-review

    Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

  • consistency-check

    Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. text search-first approach — reads registry then targets only conflicting GDD sections rather than full docume

  • content-audit

    Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.

  • create-architecture

    Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates

  • create-control-manifest

    After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

  • create-epics

    Translate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run $ai-game-studio:create-stories [epic-slug] after each epic is created.

  • create-stories

    Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after $ai-game-studio:create-epics for each epic.

  • day-one-patch

    Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.

  • design-review

    Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.

  • design-system

    Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.

  • dev-story

    Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after $ai-g

  • engine-automation

    Plan and execute approved Unity, Godot, Unreal, Blender, or pixel-editor automation through one compatible host adapter at a time.

  • estimate

    Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.

  • gate-check

    Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.

  • help

    Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do

  • hotfix

    Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.

  • launch-checklist

    Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.

  • localize

    Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.

  • map-systems

    Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.

  • material-texture-generate

    Generate and validate tileable, color-managed PBR material sets for a specified engine shader and texel-density budget.

  • milestone-review

    Generates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.

  • npc-audio-generate

    Design and generate NPC dialogue, quests, voices, music, and sound with consent, narrative, localization, audio, and runtime gates.

  • onboard

    Generates a contextual onboarding document for a new contributor or agent joining the project. Summarizes project state, architecture, conventions, and current priorities relevant to the specified role or area.

  • patch-notes

    Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.

  • perf-profile

    Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.

  • playtest-report

    Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

  • project-stage-detect

    Automatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts. Use when user asks 'where are we in development', 'what stage are we in', 'full project audit'.

  • prompt-to-game

    Convert a game idea into a scoped playable prototype through explicit design, stack selection, implementation, and evidence gates.

  • propagate-design-change

    When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.

  • prototype

    Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after $ai-game-studio:brainstorm and $ai-game-studio:setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.

  • qa-plan

    Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprin

  • quality-enhance

    Create reversible, quality-gated game asset or scene enhancements with preserved originals and before-and-after evidence.

  • quick-design

    Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.

  • regression-suite

    Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.

  • release-checklist

    Generates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.

  • retrospective

    Generates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.

  • reverse-document

    Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.

  • review-all-gdds

    Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pi

  • rig-animation

    Rig, retarget, generate, and quality-gate character animation with explicit skeleton, root-motion, deformation, and loop requirements.

  • scope-check

    Analyze a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts. Use when user says 'any scope creep', 'scope review', 'are we staying in scope'.

  • security-audit

    Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps. Produces a prioritised security report with remediation guidance. Run before any public release or multiplayer launch.

  • setup-engine

    Configure the project's game engine and version. Pins the engine in AGENTS.md, detects knowledge gaps, and populates engine reference docs via web search when the version is beyond the LLM's training data.

  • skill-improve

    Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.

  • skill-test

    Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).

  • smoke-check

    Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.

  • soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

  • sprint-plan

    Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.

  • sprint-status

    Fast sprint status check. Reads the current sprint plan, scans story files for status, and produces a concise progress snapshot with burndown assessment and emerging risks. Run at any time during a sprint for quick situational awareness. Use when user asks 'how is the sprint going', 'sprint update',

  • sprite-generate

    Plan, generate, normalize, and validate consistent 2D sprites, tiles, portraits, and animation sheets with preserved sources.

  • start

    First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

  • story-done

    End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.

  • story-readiness

    Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on

  • team-audio

    Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

  • team-combat

    Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

  • team-level

    Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

  • team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

  • team-narrative

    Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.

  • team-polish

    Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.

  • team-qa

    Orchestrate the QA team through a full testing cycle. Coordinates qa-lead (strategy + test plan) and qa-tester (test case writing + bug reporting) to produce a complete QA package for a sprint or feature. Covers: test plan generation, test case writing, smoke check gate, manual QA execution, and sig

  • team-release

    Orchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.

  • team-ui

    Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with $ai-game-studio:ux-design, $ai-game-studio:ux-review, and studio UX templates.

  • tech-debt

    Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.

  • test-evidence-review

    Quality review of test files and manual evidence documents. Goes beyond existence checks — evaluates assertion coverage, edge case handling, naming conventions, and evidence completeness. Produces ADEQUATE/INCOMPLETE/MISSING verdict per story. Run before QA sign-off or on demand.

  • test-flakiness

    Detect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.

  • test-helpers

    Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.

  • test-setup

    Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.

  • tool-discover

    Search the offline generative-game catalog and available live metadata to recommend licensed, compatible tools for a concrete workflow.

  • toolchain-doctor

    Inspect the local game-development toolchain read-only, identify compatibility gaps, and prepare one reversible setup proposal without installing or changing anything.

  • ux-design
  • ux-review
  • vertical-slice
  • visual-qa
  • world-generate
View source on GitHub frabcd.github.io

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