content-boundary

Community

Clarify AI-human content boundaries for FRB2.

Authorvchelaru
Version1.0.0
Installs0

System Documentation

What problem does it solve?

FlatRedBall2 teams and AI tooling need a principled boundary between AI-generated content and human-authored assets to maintain quality, control, and intended feel when adding new levels, UI screens, sprites, or engine content.

Core Features & Use Cases

  • Establishes a clear guideline for what AI should produce (code scaffolds, placeholders, and integration) versus what humans should produce (art, level layout, and tuning).
  • Provides practical rules for scaffolding placeholders, externalized tunables, and safe content pipelines to speed up iteration while preserving human oversight.
  • Use Case: Before designing a new level or UI scene, consult the boundary to decide which parts AI can auto-generate and which parts require human crafting.

Quick Start

Follow this boundary philosophy to decide what content is AI-producible vs human-produced before starting a new level, UI screen, or asset.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: content-boundary
Download link: https://github.com/vchelaru/FlatRedBall2/archive/main.zip#content-boundary

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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