Opt-in Codex lifecycle hooks, agent materialization, scoped AGENTS.md generation, and Claude-project migration for AI Game Studio.
2 skills · hooks
A safety-first, cross-platform AI game-production studio for Codex with 85 skills and an offline catalog of 163 verified repositories.
Plugin ai-game-studio in frabcd/codex-ai-game-studio. Commands read from the repo's manifest — 16 days ago.
adoptBrownfield 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-decisionCreates 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-reviewValidates 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-bibleGuided, 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-generateSelect and run a licensed image-or-text-to-3D workflow, then validate topology, shading, UVs, LODs, collision, and engine import.
asset-auditAudits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
asset-specGenerate 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-checkAnalyzes 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'.
brainstormGuided 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-reportCreates 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-triageRead 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.
changelogAuto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
code-reviewPerforms 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-checkScan 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-auditAudit GDD-specified content counts against implemented content. Identifies what's planned vs built.
create-architectureGuided, 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-manifestAfter 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-epicsTranslate 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-storiesBreak 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-patchPrepare 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-reviewReviews 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-systemGuided, 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-storyRead 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-automationPlan and execute approved Unity, Godot, Unreal, Blender, or pixel-editor automation through one compatible host adapter at a time.
estimateEstimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
gate-checkValidate 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'.
helpAnalyzes 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
hotfixEmergency 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-checklistComplete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
localizeFull 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-systemsDecompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
material-texture-generateGenerate and validate tileable, color-managed PBR material sets for a specified engine shader and texel-density budget.
milestone-reviewGenerates 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-generateDesign and generate NPC dialogue, quests, voices, music, and sound with consent, narrative, localization, audio, and runtime gates.
onboardGenerates 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-notesGenerate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
perf-profileStructured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
playtest-reportGenerates 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-detectAutomatically 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-gameConvert a game idea into a scoped playable prototype through explicit design, stack selection, implementation, and evidence gates.
propagate-design-changeWhen 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.
prototypeConcept 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-planGenerate 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-enhanceCreate reversible, quality-gated game asset or scene enhancements with preserved originals and before-and-after evidence.
quick-designLightweight 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-suiteMap 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-checklistGenerates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.
retrospectiveGenerates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.
reverse-documentGenerate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
review-all-gddsHolistic 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-animationRig, retarget, generate, and quality-gate character animation with explicit skeleton, root-motion, deformation, and loop requirements.
scope-checkAnalyze 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-auditAudit 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-engineConfigure 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-improveImprove 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-testValidate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).
smoke-checkRun 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-testGenerate 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-planGenerates 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-statusFast 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-generatePlan, generate, normalize, and validate consistent 2D sprites, tiles, portraits, and animation sheets with preserved sources.
startFirst-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
story-doneEnd-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-readinessValidate 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-audioOrchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
team-combatOrchestrate 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-levelOrchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
team-live-opsOrchestrate 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-narrativeOrchestrate 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-polishOrchestrate 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-qaOrchestrate 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-releaseOrchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.
team-uiOrchestrate 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-debtTrack, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.
test-evidence-reviewQuality 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-flakinessDetect 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-helpersGenerate 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-setupScaffold 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-discoverSearch the offline generative-game catalog and available live metadata to recommend licensed, compatible tools for a concrete workflow.
toolchain-doctorInspect the local game-development toolchain read-only, identify compatibility gaps, and prepare one reversible setup proposal without installing or changing anything.
ux-designux-reviewvertical-slicevisual-qaworld-generateOpt-in Codex lifecycle hooks, agent materialization, scoped AGENTS.md generation, and Claude-project migration for AI Game Studio.
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