Vertical SliceSAFE
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Overview
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
42a36917b8beOBSERVED · 2026-10-06What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: vertical-slice
description: "Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs."
argument-hint: "[--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/vertical-slice/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation`
Resolved above — use as-is; `--review` overrides `review_mode` for this run. No
block → defaults in `.claude/docs/config-resolution.md`.
## Purpose
The **vertical slice** answers a different question from the concept prototype:
*"Can we build this full game loop at production quality, on schedule?"*
**Default use** — run late in Pre-Production, after GDDs, architecture, and UX
specs are complete. It is a near-production-quality build demonstrating one complete
[start → challenge → resolution] cycle.
**Post-pivot?** If a PIVOT verdict from an earlier vertical slice sent you back to
revise GDDs and architecture, run this again after revisions to re-validate. It can
be run as many times as needed until a PROCEED or KILL verdict is reached.
It validates:
1. The pipeline (can the team actually produce this quality of content?)
2. Execution feasibility (are the architecture decisions correct for this game?)
3. Fun survival (does the fun from the concept prototype survive full design?)
4. **Velocity** (how long did this take? That's your real production rate estimate.)
**Earlier in the project?** If you haven't written GDDs yet and want to validate
whether the core idea is worth designing, run `/prototype` (concept prototype) instead.
---
## Phase 1: Resolve Review Mode and Load Context
See `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session.
Every `AskUserQuestion` call follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
Read the following files to understand the full design intent:
- `CLAUDE.md` — tech stack and engine
- `design/gdd/game-concept.md` — core fantasy and game pillars (or
`design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal` —
pitch, core loop and "what they feel" line; it has no pillars)
- `design/gdd/systems-index.md` — MVP systems and their priorities
- `docs/architecture/architecture.md` — layer structure
- `docs/architecture/control-manifest.md` — technical rules for implementation
- Key GDDs for the systems being sliced
---
## Phase 2: Define the Slice Scope and Validation Question
Before building, define the **falsifiable validation question**:
> *"Does a player, starting from nothing, experience [core fantasy from game-concept.md or game-brief.md]
> within [N] minutes, without developer guidance — and can we build one such loop
> in [X] days at representative quality?"*
Both parts matter: player experience AND build feasibility.
**Scope discipline:**
- Include ALL core loop systems (minimum). If a system is required to complete one
[start → challenge → resolution] cycle, it must be in the slice.
- **Target scope: 3–5 minutes of polished, continuous gameplay.** This is the
industry-standard vertical slice length — long enough to demonstrate mechanics
and tone, short enough to build at representative quality. If your slice would
take longer than 5 minutes to play through, cut content, not quality.
- **Cut scope before cutting quality.** A low-quality slice that looks nothing like
the intended game cannot validate production feasibility.
- If the scope feels too large to build in 1–3 weeks, the slice scope is wrong —
not too big to build, but the slice is trying to prove too much at once.
**Scope creep warning:** The vertical slice is the highest-risk moment for scope
creep in the pre-production phase. Features feel "almost there" and it's tempting
to add "just one more system." Resist this. Cut, do not extend.
Present scope to the user before building and get confirmation.
---
## Phase 3: Plan the Build
Define in bullet points:
- Systems implemented (which GDD sections are being exercised)
- The complete game loop cycle ([start] → [challenge] → [resolution] exactly)
- Art and audio quality level (placeholder acceptable, representative preferred)
- Specific, measurable success criteria for the validation question
- Hard time limit: [X] days. If exceeded, scope was wrong — stop and reassess.
Ask the user to confirm scope before building. Name the checkpoint file in that
confirmation: "May I record this plan in `production/session-state/active.md`?"
Once confirmed, write a session checkpoint to `production/session-state/active.md`
(create `production/session-state/` if it does not exist). Include: concept name,
validation question, systems in scope, art quality level, and current phase ("Phase
4 — Implement"). Update this file at the end of each build day with what was
completed. This is the primary recovery mechanism if the session ends mid-slice —
multi-week Engine builds will span many sessions.
---
## Phase 4: Implement
Ask: "May I create the vertical slice directory at
`prototypes/[concept-name]-vertical-slice/` and begin implementation?"
If yes, create the directory. Every file must begin with:
```
[comment] VERTICAL SLICE - NOT FOR PRODUCTION
[comment] Validation Question: [What this build is proving]
[comment] Date: [Current date]
```
Write `[comment]` in each file's own comment syntax — `#` in GDScript (`.gd`) and
Python, `//` in C#, C++ and JavaScript, `--` in Lua, `<!-- ... -->` in HTML and
Markdown. A header in another language's syntax is a parse error, not a label.
FilTrust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | NA |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
42a36917b8befull audit observations/trust-audit/skill/donchitos__vertical-slice.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-06 | 42a36917b8be | SAFE | B | 89 | first audit |
Questions
What does the Vertical Slice skill do?
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Is Vertical Slice safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Vertical Slice access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (42a36917b8be), read on 2026-10-06. The repository is watched, and a new audit runs when it changes — this is the first audit.