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 decisions against the pinned engine version.
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.
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.
Inventory System
Inventory system for games including item management, stacking, equipment, and inventory UI
Input System
Unified input system for ECS games supporting keyboard, mouse, touch, and gamepad with action mapping and input buffering
Camera System
Camera system for games including follow camera, orbit controls, shake effects, and cinematic cameras
Ecs Serialization
Serializing and deserializing ECS worlds including save/load systems, component serialization, entity prefabs, and network synchronization
Collision System
ECS collision detection system with spatial partitioning, broadphase/narrowphase, AABB, and sphere collision for mobile games
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.
Changelog
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
Battery Optimization
Mobile battery optimization techniques including adaptive quality, power-efficient rendering, and background behavior
Ecs Performance
Performance optimization for ECS including archetype optimization, memory pooling, cache-friendly data structures, and profiling techniques
Level System
Level and progression system including experience, leveling, skill trees, and stat progression
Ecs Events
Event-driven architecture in ECS including event buses, typed events, event queues, and event-based system communication
Art Bible
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Mobile Performance
Comprehensive mobile optimization strategies for Three.js games including device detection, quality scaling, thermal throttling, and battery management
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'.
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.
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 PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
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 /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the templa…
Patch Notes
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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.
Estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
Health Combat System
Health and combat system including damage, healing, armor, status effects, and combat mechanics
Ecs Queries
Efficient entity queries in ECS including archetype-based queries, filtered queries, cached queries, and query optimization
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 /create-epics for each epic.
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.
Ai System
AI system for game entities including behavior trees, finite state machines, steering behaviors, and decision making
Ecs Architecture
Design and implement Entity Component System architecture with TypeScript for game development
Memory Management
Mobile memory management including resource disposal, memory pooling, texture management, and leak prevention
Map Systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Launch Checklist
Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
Ecs Component Patterns
Advanced ECS component design patterns including tag components, singleton components, shared data, and component pools
Ecs System Patterns
Common system patterns in ECS including update systems, reactive systems, interval systems, and system priorities
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.
Audio System
Audio system for games including sound effects, music, spatial audio, and audio management with Web Audio API
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 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.
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.
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 /create-stories [epic-slug] after each epic is created.
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.
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
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 /story-readiness, before /code-review and /story-done.