create-epics

Convert approved game design documents into bounded development epics.

47|12|Updated Jun 14, 2026
One-click install
npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill create-epics-nuoyanruoshui
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: create-epics
Source: https://github.com/nuoyanruoshui/GodotGameFramework/tree/main/Godot/.claude/skills/create-epics
Command: npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill create-epics-nuoyanruoshui

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill transforms approved game design documents and architecture decisions into well-scoped epics aligned with architectural modules, preventing unclear ownership, missing requirement traceability, and premature story-level planning.

Core Features & Use Cases

  • Architecture-Aligned Scoping: Creates one bounded epic per architectural module across Foundation, Core, Feature, and Presentation layers.
  • Requirement and Risk Traceability: Maps requirements to governing ADRs, identifies untraced requirements, and records engine risk.
  • Controlled Production Workflow: Applies review modes, dependency-safe processing, approval checkpoints, and standardized epic and index outputs.
  • Use Case: After architecture review passes for a Godot game system, use this Skill to define its scope, ADR coverage, definition of done, and next step before breaking the work into stories.

Quick Start

Use the create-epics skill for the specified system, architectural layer, or all eligible layers, optionally choosing full, lean, or solo review mode.

Frequently Asked Questions about create-epics

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert game design documents into development epics?

To convert game design documents into development epics, this Skill transforms approved design documents and architecture decisions into bounded epics aligned with architectural modules across Foundation, Core, Feature, and Presentation layers. It requires requirement-to-ADR traceability before generating standardized epic documentation.

What is the best way to plan game production epics after architecture review?

Planning game production epics after architecture review involves mapping requirements to governing ADRs, identifying untraced requirements, and recording engine risk. This Skill applies dependency-safe ordering and approval checkpoints to define scope and definition of done across eligible layers.

Do I need architecture decisions before creating game development epics?

Yes, creating game development epics requires approved architecture decisions and a control-manifest approval. This Skill needs requirement-to-ADR traceability and engine-risk assessment inputs to ensure epic scoping aligns properly with architectural modules.

Can I use this Skill to break game epics into user stories?

No, this Skill creates standardized epic documentation and index outputs without creating stories. It focuses on defining bounded epics, ADR coverage, and dependency-safe ordering, stopping before story-level planning begins.

How does requirement-to-ADR traceability work in epic planning?

Requirement-to-ADR traceability in epic planning maps each requirement to its governing Architecture Decision Records. This Skill identifies untraced requirements and records engine risk to ensure every bounded epic aligns with approved architectural decisions across the Foundation, Core, Feature, and Presentation layers.

What are the limitations of using automated epic planning for game production?

Automated epic planning for game production is limited to post-architecture review phases and requires control-manifest approval. It does not create user stories and depends entirely on receiving approved game design documents and complete architecture decisions as inputs.