designing-vertical-slices

Plans and validates game vertical slices through playtest evidence and decision gates.

Updated Jul 9, 2026
One-click install
npx skills add https://github.com/alsdmlals4-eng/Base --skill designing-vertical-slices-alsdmlals4-eng
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: designing-vertical-slices
Source: https://github.com/alsdmlals4-eng/Base/tree/main/skills/designing-vertical-slices
Command: npx skills add https://github.com/alsdmlals4-eng/Base --skill designing-vertical-slices-alsdmlals4-eng

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often build shallow full-game prototypes or system-only proofs of concept that cannot prove whether the core experience is fun, shippable, or producible. This Skill structures the design of a vertical slice so one representative playable segment validates fun, target quality, system integration, production pipeline, accessibility, performance, and real playtest evidence before further investment. ## Core Features & Use Cases - Slice Contract and Player Value Trace: Fixes the player promise, meaningful choice, research question, observable signals, evidence ceiling, and acceptance criteria before scoping the slice. - Quality Bar and Pipeline Proof: Defines observable quality targets for controls, art, UI, audio, accessibility, and performance, then runs the real plan-to-data-to-asset-to-QA pipeline once to prove repeatable production. - Playtest Evidence and Decision Gate: Separates internal and external tester evidence, records behavior and funnel data, and concludes with an EXPAND, REWORK, REPEAT_SLICE, HOLD, or STOP verdict. - Use Case: A card battle game team uses the Skill to scope one full combat loop (card acquisition, selection, use, enemy reaction, reward, deck state), set measurable quality bars, run external playtests, and decide whether to expand production. ## Quick Start Use the designing-vertical-slices skill to define the slice contract, quality bar, playtest plan, and decision gate for my game's core combat loop.

Frequently Asked Questions about designing-vertical-slices

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

FAQPage Schema
How do I design a vertical slice for a game?

Start by fixing the player value trace: player promise, meaningful choice, expected experience, research question, observable signals, evidence ceiling, and slice acceptance. Then select one representative play flow, minimize included systems and content, set observable quality bars, and define success, failure, and stop criteria before building.

What is the difference between a prototype, vertical slice, MVP, and demo?

A prototype tests a core hypothesis or technical feasibility. A vertical slice proves representative experience, target quality, system integration, production pipeline, and real play evidence. An MVP is a minimal full product structure, while a demo is a public segment meant to persuade external players.

Can a system-only proof of concept count as player experience evidence?

No. A system-only PoC is internal technical spike evidence for narrow questions like algorithm feasibility or performance. It cannot be used as PASS evidence for fun, immersion, readability, first impression, or overall UX, which require actual human playtests.

When should a vertical slice decision gate choose REWORK instead of EXPAND?

Choose REWORK when the core fun hypothesis is valid but quality, accessibility barriers, or pipeline problems are clearly identified. EXPAND is only valid when both the representative experience and the repeatable production flow are proven within the declared evidence ceiling.

Why is a vertical slice marked RELEASE_BLOCKED_UNVERIFIED?

This happens when representative assets have unknown rights or provenance, reference originals are included in the build, or the content rating strategy hides representative content. In this state the pipeline and production proof are unverified and EXPAND must not be selected.