feat: transform QA agent into Test Architect with advanced quality ca… (#433)
* feat: transform QA agent into Test Architect with advanced quality capabilities - Add 6 specialized quality assessment commands - Implement risk-based testing with scoring - Create quality gate system with deterministic decisions - Add comprehensive test design and NFR validation - Update documentation with stage-based workflow integration * feat: transform QA agent into Test Architect with advanced quality capabilities - Add 6 specialized quality assessment commands - Implement risk-based testing with scoring - Create quality gate system with deterministic decisions - Add comprehensive test design and NFR validation - Update documentation with stage-based workflow integration * docs: refined the docs for test architect * fix: addressed review comments from manjaroblack, round 1 * fix: addressed review comments from manjaroblack, round 1 --------- Co-authored-by: Murat Ozcan <murat@mac.lan> Co-authored-by: Brian <bmadcode@gmail.com>
This commit is contained in:
@@ -355,34 +355,29 @@ Ask the user if they want to work through the checklist:
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Generate a comprehensive validation report that includes:
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1. Executive Summary
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- Overall game architecture readiness (High/Medium/Low)
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- Critical risks for game development
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- Key strengths of the game architecture
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- Unity-specific assessment
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2. Game Systems Analysis
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- Pass rate for each major system section
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- Most concerning gaps in game architecture
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- Systems requiring immediate attention
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- Unity integration completeness
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3. Performance Risk Assessment
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- Top 5 performance risks for the game
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- Mobile platform specific concerns
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- Frame rate stability risks
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- Memory usage concerns
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4. Implementation Recommendations
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- Must-fix items before development
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- Unity-specific improvements needed
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- Game development workflow enhancements
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5. AI Agent Implementation Readiness
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- Game-specific concerns for AI implementation
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- Unity component complexity assessment
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- Areas needing additional clarification
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@@ -25,7 +25,6 @@ The goal is quality delivery, not just checking boxes.]]
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1. **Requirements Met:**
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[[LLM: Be specific - list each requirement and whether it's complete. Include game-specific requirements from GDD]]
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- [ ] All functional requirements specified in the story are implemented.
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- [ ] All acceptance criteria defined in the story are met.
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- [ ] Game Design Document (GDD) requirements referenced in the story are implemented.
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@@ -34,7 +33,6 @@ The goal is quality delivery, not just checking boxes.]]
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2. **Coding Standards & Project Structure:**
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[[LLM: Code quality matters for maintainability. Check Unity-specific patterns and C# standards]]
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- [ ] All new/modified code strictly adheres to `Operational Guidelines`.
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- [ ] All new/modified code aligns with `Project Structure` (Scripts/, Prefabs/, Scenes/, etc.).
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- [ ] Adherence to `Tech Stack` for Unity version and packages used.
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@@ -48,7 +46,6 @@ The goal is quality delivery, not just checking boxes.]]
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3. **Testing:**
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[[LLM: Testing proves your code works. Include Unity-specific testing with NUnit and manual testing]]
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- [ ] All required unit tests (NUnit) as per the story and testing strategy are implemented.
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- [ ] All required integration tests (if applicable) are implemented.
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- [ ] Manual testing performed in Unity Editor for all game functionality.
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@@ -60,7 +57,6 @@ The goal is quality delivery, not just checking boxes.]]
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4. **Functionality & Verification:**
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[[LLM: Did you actually run and test your code in Unity? Be specific about game mechanics tested]]
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- [ ] Functionality has been manually verified in Unity Editor and play mode.
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- [ ] Game mechanics work as specified in the GDD.
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- [ ] Player controls and input handling work correctly.
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@@ -73,7 +69,6 @@ The goal is quality delivery, not just checking boxes.]]
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5. **Story Administration:**
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[[LLM: Documentation helps the next developer. Include Unity-specific implementation notes]]
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- [ ] All tasks within the story file are marked as complete.
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- [ ] Any clarifications or decisions made during development are documented.
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- [ ] Unity-specific implementation details documented (scene changes, prefab modifications).
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@@ -83,7 +78,6 @@ The goal is quality delivery, not just checking boxes.]]
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6. **Dependencies, Build & Configuration:**
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[[LLM: Build issues block everyone. Ensure Unity project builds for all target platforms]]
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- [ ] Unity project builds successfully without errors.
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- [ ] Project builds for all target platforms (desktop/mobile as specified).
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- [ ] Any new Unity packages or Asset Store items were pre-approved OR approved by user.
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@@ -95,7 +89,6 @@ The goal is quality delivery, not just checking boxes.]]
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7. **Game-Specific Quality:**
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[[LLM: Game quality matters. Check performance, game feel, and player experience]]
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- [ ] Frame rate meets target (30/60 FPS) on all platforms.
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- [ ] Memory usage within acceptable limits.
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- [ ] Game feel and responsiveness meet design requirements.
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@@ -107,7 +100,6 @@ The goal is quality delivery, not just checking boxes.]]
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8. **Documentation (If Applicable):**
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[[LLM: Good documentation prevents future confusion. Include Unity-specific docs]]
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- [ ] Code documentation (XML comments) for public APIs complete.
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- [ ] Unity component documentation in Inspector updated.
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- [ ] User-facing documentation updated, if changes impact players.
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@@ -270,7 +270,6 @@ that can handle [specific game requirements] with stable performance."
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**Prerequisites**: Game planning documents must exist in `docs/` folder of Unity project
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1. **Document Sharding** (CRITICAL STEP for Game Development):
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- Documents created by Game Designer/Architect (in Web or IDE) MUST be sharded for development
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- Use core BMad agents or tools to shard:
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a) **Manual**: Use core BMad `shard-doc` task if available
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@@ -293,20 +292,17 @@ Resulting Unity Project Folder Structure:
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3. **Game Development Cycle** (Sequential, one game story at a time):
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**CRITICAL CONTEXT MANAGEMENT for Unity Development**:
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- **Context windows matter!** Always use fresh, clean context windows
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- **Model selection matters!** Use most powerful thinking model for Game SM story creation
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- **ALWAYS start new chat between Game SM, Game Dev, and QA work**
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**Step 1 - Game Story Creation**:
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- **NEW CLEAN CHAT** → Select powerful model → `/bmad2du/game-sm` → `*draft`
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- Game SM executes create-game-story task using `game-story-tmpl`
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- Review generated story in `docs/game-stories/`
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- Update status from "Draft" to "Approved"
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**Step 2 - Unity Game Story Implementation**:
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- **NEW CLEAN CHAT** → `/bmad2du/game-developer`
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- Agent asks which game story to implement
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- Include story file content to save game dev agent lookup time
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@@ -315,7 +311,6 @@ Resulting Unity Project Folder Structure:
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- Game Dev marks story as "Review" when complete with all Unity tests passing
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**Step 3 - Game QA Review**:
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- **NEW CLEAN CHAT** → Use core `@qa` agent → execute review-story task
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- QA performs senior Unity developer code review
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- QA can refactor and improve Unity code directly
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@@ -355,14 +350,12 @@ Since this expansion pack doesn't include specific brownfield templates, you'll
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1. **Upload Unity project to Web UI** (GitHub URL, files, or zip)
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2. **Create adapted Game Design Document**: `/bmad2du/game-designer` - Modify `game-design-doc-tmpl` to include:
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- Analysis of existing game systems
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- Integration points for new features
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- Compatibility requirements
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- Risk assessment for changes
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3. **Game Architecture Planning**:
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- Use `/bmad2du/game-architect` with `game-architecture-tmpl`
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- Focus on how new features integrate with existing Unity systems
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- Plan for gradual rollout and testing
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@@ -531,25 +531,21 @@ Assets/
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### Story Implementation Process
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1. **Read Story Requirements:**
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- Understand acceptance criteria
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- Identify technical requirements
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- Review performance constraints
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2. **Plan Implementation:**
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- Identify files to create/modify
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- Consider Unity's component-based architecture
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- Plan testing approach
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3. **Implement Feature:**
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- Write clean C# code following all guidelines
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- Use established patterns
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- Maintain stable FPS performance
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4. **Test Implementation:**
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- Write edit mode tests for game logic
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- Write play mode tests for integration testing
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- Test cross-platform functionality
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@@ -18,7 +18,6 @@
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2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
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3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
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- The entire section as a whole
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- Individual game elements within the section (specify which element when selecting an action)
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@@ -14,7 +14,6 @@
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### 1. Initial Setup & Mode Selection
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- **Acknowledge Task & Inputs:**
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- Confirm with the user that the "Game Development Correct Course Task" is being initiated.
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- Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
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- Confirm access to relevant game artifacts:
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@@ -35,7 +34,6 @@
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### 2. Execute Game Development Checklist Analysis
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- Systematically work through the game-change-checklist sections:
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1. **Change Context & Game Impact**
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2. **Feature/System Impact Analysis**
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3. **Technical Artifact Conflict Resolution**
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@@ -60,7 +58,6 @@
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Based on the analysis and agreed path forward:
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- **Identify affected game artifacts requiring updates:**
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- GDD sections (mechanics, systems, progression)
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- Technical specifications (architecture, performance targets)
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- Unity-specific configurations (build settings, quality settings)
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@@ -69,7 +66,6 @@ Based on the analysis and agreed path forward:
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- Platform-specific adaptations
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- **Draft explicit changes for each artifact:**
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- **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
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- **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
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- **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
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@@ -89,14 +85,12 @@ Based on the analysis and agreed path forward:
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- Create a comprehensive proposal document containing:
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**A. Change Summary:**
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- Original issue (performance, gameplay, technical constraint)
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- Game systems affected
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- Platform/performance implications
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- Chosen solution approach
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**B. Technical Impact Analysis:**
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- Unity architecture changes needed
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- Performance implications (with metrics)
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- Platform compatibility effects
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@@ -104,14 +98,12 @@ Based on the analysis and agreed path forward:
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- Third-party dependency impacts
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**C. Specific Proposed Edits:**
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- For each game story: "Change Story GS-X.Y from: [old] To: [new]"
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- For technical specs: "Update Unity Architecture Section X: [changes]"
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- For GDD: "Modify [Feature] in Section Y: [updates]"
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- For configurations: "Change [Setting] from [old_value] to [new_value]"
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**D. Implementation Considerations:**
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- Required Unity version updates
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- Asset reimport needs
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- Shader recompilation requirements
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@@ -123,7 +115,6 @@ Based on the analysis and agreed path forward:
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- Provide the finalized document to the user
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- **Based on change scope:**
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- **Minor adjustments (can be handled in current sprint):**
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- Confirm task completion
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- Suggest handoff to game-dev agent for implementation
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@@ -137,7 +128,6 @@ Based on the analysis and agreed path forward:
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## Output Deliverables
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- **Primary:** "Game Development Change Proposal" document containing:
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- Game-specific change analysis
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- Technical impact assessment with Unity context
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- Platform and performance considerations
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@@ -9,7 +9,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
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1. **Establish Game Context**
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- Understand the game genre or opportunity area
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- Identify target audience and platform constraints
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- Determine session goals (concept exploration vs. mechanic refinement)
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@@ -27,7 +26,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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1. **"What If" Game Scenarios**
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[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
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- What if players could rewind time in any genre?
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- What if the game world reacted to the player's real-world location?
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- What if failure was more rewarding than success?
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@@ -36,7 +34,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Cross-Genre Fusion**
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[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
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- "How might [genre A] mechanics work in [genre B]?"
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- Puzzle mechanics in action games
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- Dating sim elements in strategy games
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@@ -45,7 +42,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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3. **Player Motivation Reversal**
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[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
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- What if losing was the goal?
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- What if cooperation was forced in competitive games?
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- What if players had to help their enemies?
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@@ -62,7 +58,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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1. **SCAMPER for Game Mechanics**
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[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
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- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
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- **C** = Combine: What systems can be merged? (inventory + character growth)
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- **A** = Adapt: What mechanics from other media? (books, movies, sports)
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@@ -73,7 +68,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Player Agency Spectrum**
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[[LLM: Explore different levels of player control and agency across game systems.]]
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- Full Control: Direct character movement, combat, building
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- Indirect Control: Setting rules, giving commands, environmental changes
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- Influence Only: Suggestions, preferences, emotional reactions
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@@ -81,7 +75,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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3. **Temporal Game Design**
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[[LLM: Explore how time affects gameplay and player experience.]]
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- Real-time vs. turn-based mechanics
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- Time travel and manipulation
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- Persistent vs. session-based progress
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@@ -92,7 +85,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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1. **Emotion-First Design**
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[[LLM: Start with target emotions and work backward to mechanics that create them.]]
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- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
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- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
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- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
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@@ -100,7 +92,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Player Archetype Brainstorming**
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[[LLM: Design for different player types and motivations.]]
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- Achievers: Progression, completion, mastery
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- Explorers: Discovery, secrets, world-building
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- Socializers: Interaction, cooperation, community
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@@ -109,7 +100,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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3. **Accessibility-First Innovation**
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[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
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- Visual impairment considerations leading to audio-focused mechanics
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- Motor accessibility inspiring one-handed or simplified controls
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- Cognitive accessibility driving clear feedback and pacing
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@@ -119,7 +109,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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1. **Environmental Storytelling**
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[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
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- How does the environment show history?
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- What do interactive objects reveal about characters?
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- How can level design communicate mood?
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@@ -127,7 +116,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Player-Generated Narrative**
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[[LLM: Explore ways players create their own stories through gameplay.]]
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- Emergent storytelling through player choices
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- Procedural narrative generation
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- Player-to-player story sharing
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@@ -135,7 +123,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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3. **Genre Expectation Subversion**
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[[LLM: Identify and deliberately subvert player expectations within genres.]]
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- Fantasy RPG where magic is mundane
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- Horror game where monsters are friendly
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- Racing game where going slow is optimal
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@@ -145,7 +132,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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1. **Platform-Specific Design**
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[[LLM: Generate ideas that leverage unique platform capabilities.]]
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- Mobile: GPS, accelerometer, camera, always-connected
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- Web: URLs, tabs, social sharing, real-time collaboration
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- Console: Controllers, TV viewing, couch co-op
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@@ -153,7 +139,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Constraint-Based Creativity**
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[[LLM: Use technical or design constraints as creative catalysts.]]
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- One-button games
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- Games without graphics
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- Games that play in notification bars
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@@ -199,19 +184,16 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
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1. **Inspiration Phase** (10-15 min)
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- Reference existing games and mechanics
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- Explore player experiences and emotions
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- Gather visual and thematic inspiration
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2. **Divergent Exploration** (25-35 min)
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- Generate many game concepts or mechanics
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- Use expansion and fusion techniques
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- Encourage wild and impossible ideas
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3. **Player-Centered Filtering** (15-20 min)
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- Consider target audience reactions
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- Evaluate emotional impact and engagement
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- Group ideas by player experience goals
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Block a user