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Build the game for its approved target runtime. Compress GAME_DESIGN and ART_DIRECTION into a minimal BUILD_BRIEF, hand it to the current coding agent or another strong model to implement a fully playable build, and iterate against real runs and captured evidence.
Passed 16 of 19 test cases with the skill, and 7 of 19 without it.
and 9 more in the full report
10 fixed8 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
When documenting local environment tools in BUILD_BRIEF.md, we do not know the exact version of the installed audio compiler. Should we guess a standard version number like 1.0.0 or leave it blank?
| Checked | Without skill | With skill |
|---|---|---|
| Unknown toolchain parameters are recorded as NOT_AVAILABLE with reason. | Missed | Passed |
The instructions your model reads when the skill loads.
保护已批准的体验边界;正式生产时再保护已批准的美术边界。驱动实现模型完成真实可玩的候选,不在 构建阶段重新做概念、关卡或美术方向。
读取 build-brief-contract.md 与
playable-model-contract.md。白盒阶段必须已有 GAME_DESIGN.md;
完整候选还必须已有 ART_DIRECTION.md。缺产品决定时回对应 owner,不在 BUILD_BRIEF 就地发明。
产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。
按 PRODUCT_BRIEF 锁定的平台、生产引擎、目标运行时、显示/输入、范围、分级和联网边界交付。
目标工具链不可用时不得自动改做网页;只有 brief 已批准替代运行时才可使用,并分开记录
targetRuntime、testedRuntime 与未覆盖项。
BUILD_BRIEF 只压缩产品边界、必须保真的体验事实、运行方式与完成证据,实现细节交给实现模型。
先声明 buildStage: whitebox|production 与 buildPath: template|custom。已有交互语法只有在能保留原作
独有动作、代价和世界回应时才采用;实时手感、空间、视线、物理或模板覆盖不了的核心动词走 custom。
白盒也必须选择能验证最大风险的形态,不能把所有项目降成文游。
当前会话能编码时直接实现;外部模型不可用时只交付构建说明,不声称游戏已生成。不要发送与原型 无关的完整受版权保护原文。
none 时读取 tts-production-contract.md。TTS
优先构建期生成成本地资产;运行时远程合成须在 brief 批准,密钥只留受信服务端。signature_command 时,先逐字继承 id / label / intents / slots / validators / commit,管线固定为test cases passed, vs 7 / 19 without
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