Skill Claude CodeCodex
A role guide for planning the sound of a game feature, including its sound effects, background music, technical requirements, and delivery priorities.
Skill Claude CodeCodex
A role guide for planning the sound of a game feature, including its sound effects, background music, technical requirements, and delivery priorities.
Skill Claude CodeCodex
A creative-planning guide for deciding a game's theme, mood, visual style, world, and overall presentation.
Skill Claude CodeCodex
A planning guide for shaping a game concept before detailed design begins. It focuses on the intended players, the game's central appeal, the fantasy it offers, and the experience it should create.
Skill Claude CodeCodex
A guide for turning game menus, heads-up displays (HUDs), onboarding, and other screen sequences into wireframes and interaction plans.
Skill Claude CodeCodex
A game-design role that turns a game idea into playable rules, systems, progression, onboarding, and high-level level structure.
Skill Claude CodeCodex
A game-direction role for choosing the player experience and deciding which game concept or gameplay direction should lead. The core loop is the repeated set of actions that forms the main play experience.
Skill Claude CodeCodex
A game-development guide for turning planned gameplay features, player interactions, and game systems into implementation steps and code structure.
Skill Claude CodeCodex
A planning role that turns a designed game or system feature into implementable work. It separates design decisions, technical tasks, coding tasks, and required assets or interface work.
Skill Claude CodeCodex
A production-planning guide for turning a game's design into milestones, priorities, delivery phases, and clear boundaries.
Skill Claude CodeCodex
A final release-preparation role for a game build. It checks whether the build, configuration, testing, rollback plan, and delivery materials are ready.
Skill Claude CodeCodex
A game-production planning role for controlling scope, priorities, milestones, and delivery order. Scope means the work included in a planned version.
Skill Claude CodeCodex
A quality-assurance planning role for deciding how a game project will be tested before delivery or release. Smoke testing is a short check that the main functions work; regression testing checks that changes did not break existing functions.
Skill Claude CodeCodex
A release-readiness checklist for game builds. A build is a version of a game prepared for testing or delivery.
Skill Claude CodeCodex
A quality-assurance planning and checking role for game features or builds. A smoke test is a quick basic check, while regression testing checks that existing behavior still works.
Skill Claude CodeCodex
A planning skill for turning a rough game idea into a short project brief. It defines the intended platform, players, experience, starting scope, and next handoff.
Skill Claude CodeCodex
A coordination guide for game development projects. It identifies the project stage and routes work to the most suitable specialist role or workflow.
Skill Claude CodeCodex
A game-technology planning role that chooses architecture, sets implementation boundaries, and assesses technical risks.
Skill Claude CodeCodex
A user-interface and experience planning role that defines screen layouts, information structure, user flows, and interface behavior.
Skill Claude CodeCodex
A game-art planning role that defines visual direction and lists the images, interface elements, and other assets a feature needs.
Skill Claude CodeCodex
A game design document writer. A game design document is a structured description of a game’s concept, gameplay systems, and production needs.