prototype
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
- License 许可
- MIT
- 最近更新
- 2026-09-30
- Stars
- ★ 9
- Forks
- 0
01 前言 Front Matter
- name
- prototype
- description
- Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
- allowed-tools
- Read, Glob, Grep, Write, Edit, Bash
- argument-hint
- [concept-description]
- user-invocable
- true
03 SKILL.md 正文
When this skill is invoked:
-
Read the concept description from the argument. Identify the core question this prototype must answer. If the concept is vague, state the question explicitly before proceeding.
-
Read CLAUDE.md for project context and the current tech stack. Understand what engine, language, and frameworks are in use so the prototype is built with compatible tooling.
-
Create a prototype plan: Define in 3-5 bullet points what the minimum viable prototype looks like. What is the core question? What is the absolute minimum code needed to answer it? What can be skipped?
-
Create the prototype directory:
prototypes/[concept-name]/where[concept-name]is a short, kebab-case identifier derived from the concept. -
Implement the prototype in the isolated directory. Every file must begin with:
// PROTOTYPE - NOT FOR PRODUCTION // Question: [Core question being tested] // Date: [Current date]Standards are intentionally relaxed:
- Hardcode values freely
- Use placeholder assets
- Skip error handling
- Use the simplest approach that works
- Copy code rather than importing from production
-
Test the concept: Run the prototype. Observe behavior. Collect any measurable data (frame times, interaction counts, feel assessments).
-
Generate the Prototype Report and save it to
prototypes/[concept-name]/REPORT.md:
## Prototype Report: [Concept Name]
### Hypothesis
[What we expected to be true -- the question we set out to answer]
### Approach
[What we built, how long it took, what shortcuts we took]
### Result
[What actually happened -- specific observations, not opinions]
### Metrics
[Any measurable data collected during testing]
- Frame time: [if relevant]
- Feel assessment: [subjective but specific -- "response felt sluggish at
200ms delay" not "felt bad"]
- Player action counts: [if relevant]
- Iteration count: [how many attempts to get it working]
### Recommendation: [PROCEED / PIVOT / KILL]
[One paragraph explaining the recommendation with evidence]
### If Proceeding
[What needs to change for a production-quality implementation]
- Architecture requirements
- Performance targets
- Scope adjustments from the original design
- Estimated production effort
### If Pivoting
[What alternative direction the results suggest]
### If Killing
[Why this concept does not work and what we should do instead]
### Lessons Learned
[Discoveries that affect other systems or future work]
- Output a summary to the user with: the core question, the result, and
the recommendation. Link to the full report at
prototypes/[concept-name]/REPORT.md.
Important Constraints
- Prototype code must NEVER import from production source files
- Production code must NEVER import from prototype directories
- If the recommendation is PROCEED, the production implementation must be written from scratch -- prototype code is not refactored into production
- Total prototype effort should be timeboxed to 1-3 days equivalent of work
- If the prototype scope starts growing, stop and reassess whether the question can be simplified
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