What problem does it solve? Game development sprints fail due to cross-discipline dependencies, vague goals, and chronic overcommitment. This Skill turns design decisions and milestones into an executable sprint plan with evaluable goals, day-sized tasks, and realistic capacity limits. ## Core Features & Use Cases - Sprint Goal & Task Decomposition: Defines a single pillar-aligned sprint goal and breaks features into tasks of one day or less with owners, estimates, and scope tiers. - Dependency & Capacity Planning: Maps design-to-art-to-code-to-QA dependency chains, identifies the critical path, and applies a mandatory 20% buffer (30% for solo devs) to team capacity. - Velocity Tracking & Kanban Mode: Calibrates commitments against historical completion rates and offers a WIP-limited Kanban alternative for solo developers and small teams. - Use Case: A two-person indie team finishing a design review uses this Skill to plan a two-week sprint, producing a task board with Must/Should/Could tiers, a risk register, and a sprint-level definition of done. ## Quick Start Ask the assistant to plan a two-week sprint for your current milestone, for example by saying "plan our next sprint focused on making the combat loop playable with three enemy types."