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feat: add game development preset with 3 new roles and game-design module
Game Designer, Level Designer, and Game Artist roles for game development
workflows. game-design module with GDD template, shared/role-specific skills,
and CEO fallback. build-game preset with 5-milestone inline goal (Concept →
Prototype → Vertical Slice → Production → Polish & Ship) and 15 issues
covering the full game development lifecycle.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: CHANGELOG.md
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All notable changes to Clipper are documented here.
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## [0.3.10] — 2026-03-14
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### Added
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-**Game development preset** (`build-game`) — Build a game from idea to playable release. Composes game-design, tech-stack, github-repo, backlog, auto-assign, and stall-detection. Includes Game Designer and Game Artist roles. 5-milestone inline goal (Concept → Prototype → Vertical Slice → Production → Polish & Ship) with 15 issues covering GDD creation, engine setup, art pipeline, playtesting, and distribution.
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-**3 new roles:**
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-**Game Designer** (`product` division) — Owns the GDD, core mechanics, progression, difficulty curves, and balancing. Gets a role-specific `game-design` skill with deep mechanic design, balancing workflows, and design experiment methodology.
-**Game Artist** (`design` division) — Owns visual art production: sprites, textures, tilesets, UI elements. Creates assets using AI image generation, code-based approaches (SVG, procedural), and asset pipeline tools.
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-**`game-design` module** — Game Design Document creation and ongoing mechanic design/balancing. `game-design` capability (owners: game-designer → engineer → ceo). Ships a GDD template (`docs/gdd-template.md`) covering concept, core mechanic, game loop, progression, controls, art/audio direction, and tuning parameters.
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-**Content audit issue** added to `website-relaunch` module — Agent-executed crawl of the current website's content as intake for the redesign, covering content types, key messages, quality, media assets, SEO, and migration strategy.
|**`build-game`**| game-design, tech-stack, github-repo, backlog, auto-assign, stall-detection + Game Designer + Game Artist | Build a game from idea to release |
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> **`fast`** is for a single engineer — multiple engineers without review will cause conflicts.
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>
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**repo-maintenance** — Custodial maintenance for existing repositories. Agents review and merge open PRs, triage inbound GitHub issues, audit codebase health, manage dependencies, and handle releases. Code Reviewer for PR quality gates, Product Owner for issue triage and backlog. Inline goal bootstraps the team through repo onboarding, process setup, initial sweep, and steady-state maintenance.
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**build-game** — Game development from idea to playable release. Game Designer owns the GDD, mechanics, and balancing. Game Artist generates sprites, textures, and tilesets via AI image generation and code-based approaches. Inline goal with 5 milestones: concept (GDD + engine + art style), prototype (core loop + placeholder art + first playtest), vertical slice (one polished level), production (all content), polish & ship (balancing + distribution). Works for any genre.
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</details>
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<br>
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-**Fallback:** Engineer documents current process and sets up basic semver
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-**Output:**`docs/RELEASE-PROCESS.md`
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#### game-design
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Game Design Document creation and ongoing mechanic design, progression, and balancing. Ships a GDD template covering concept, core mechanic, three-layer game loop, progression, win/lose, controls, art/audio direction, and tuning parameters. Game Designer gets a deep role-specific skill with balancing workflows and design experiments.
-**Fallback:** CEO writes minimal GDD with concept and core mechanic only
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-**Doc:**`docs/gdd-template.md`
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#### stall-detection
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Detects issues stuck in `in_progress` or `in_review` with no recent activity. Nudges the assigned agent, escalates to the board if nudging doesn't help.
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|**Technical Writer**|`general`| CEO | Takes over documentation, adds doc review pass |
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|**Security Engineer**|`general`| CEO | Takes over security-audit, adds security review pass |
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|**Customer Success**|`general`| CEO | Takes over competitive-intel customer analysis |
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|**Game Designer**|`pm`| CEO | Takes over game-design from Engineer, playtesting focus |
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|**Level Designer**|`pm`| CEO | Takes over level-specific design from Game Designer |
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|**Game Artist**|`designer`| CEO | Takes over art asset creation from Engineer |
Owns customer health monitoring, feedback synthesis, churn prevention, and competitive intelligence from the customer perspective. Empathy-driven, data-backed.
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#### Game Designer
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Owns the Game Design Document, core mechanics, game loop, progression systems, difficulty curves, and balancing. Defines what the game is and how it plays. Runs design experiments and iterates based on playtest data.
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#### Level Designer
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Owns level layout, pacing, difficulty curves, environmental storytelling, and spatial progression. Translates game design into playable spaces and encounters.
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#### Game Artist
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Owns visual art production: sprites, textures, tilesets, UI elements, and visual effects. Creates assets using AI image generation tools, code-based approaches (SVG, procedural generation, pixel art scripts), and asset pipeline tools.
"description": "Define the game's core design: genre, core mechanic, game loop, progression system, win/lose conditions, control scheme, and target audience. Document everything in docs/GDD.md. This is the single source of truth for what the game is."
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