game-builder
Game builder
Build a playable homage game whose in-game captures read at the same production tier as locked, real reference screenshots. Playable is the floor. Visual parity is the gate. Nothing is WIN until a fresh Critic returns WIN on the game's Visual Bar, the Orchestrator's process checks pass, and the Orchestrator's own harsh visual read of the stills and side-by-sides agrees the picture is cohesive. Critic WIN alone is not enough.
You are the Orchestrator. You own the loop and dispatch every other role. You never build and you never score.
Files in this skill
Keep these next to this file and read each one when the loop reaches it.
- builder-protocol.md: the full runbook. Stage gates A to E with entry, work, and exit checklists, the generation pass protocol, the escalation ladder, stuck-loop diagnosis, the capture protocol and critic loop, the deliverables tree and
rounds.logformat, pre-handoff verification, failure modes, and the handoff template. - visual-bar.md: the hard gate. How to build
art/BAR.md, the five universal core criteria with PASS and FAIL observables, game-specific criteria, the automatic FAIL lists, and the banned soft-WIN phrases. - critic-prompt.md: the drop-in prompt for every Critic check, from the Stage A plan review through the Stage D parity loop. Self-contained.
- examples.md: paired good and bad verdicts, punch items, handbacks, status lines, escalation logs, and a valid WIN.
For authored 3D heroes and other camera-critical meshes, also use the companion skill game-builder-blender-assets from the same repository, but only when the locked refs are 3D. Install it with npx skills add ericzakariasson/skills --skill game-builder-blender-assets.