vertical-slice

Builds a production-quality vertical slice to validate the full game loop before Production.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill vertical-slice-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vertical-slice
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/vertical-slice
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill vertical-slice-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often commit to full Production without knowing whether the complete game loop can be built at production quality on schedule. This Skill guides an end-to-end vertical slice build that validates pipeline feasibility, architecture decisions, fun survival, and team velocity, producing a PROCEED/PIVOT/KILL verdict that gates the Pre-Production to Production transition. ## Core Features & Use Cases - Scoped Slice Planning: Defines a falsifiable validation question and a 3-5 minute polished gameplay scope covering one complete start-challenge-resolution cycle, with a hard 1-3 week time limit. - Structured Playtest Debrief: Runs guided playtest sessions with one-at-a-time questions covering loop completion, core fantasy delivery, blockers, and pipeline feasibility, supporting silent observation, think-aloud, async recording, and Wizard of Oz techniques. - Verdict and Reporting: Generates a vertical slice report with a velocity log, routes PROCEED outcomes to epic and sprint planning, captures PIVOT notes for design revision, and documents KILL decisions in a project graveyard. - Use Case: After finishing GDDs and architecture docs for a roguelike, run the slice to prove the core combat loop is fun and buildable in two weeks, then use the velocity data to plan the first production sprint. ## Quick Start Ask the AI to run the vertical-slice skill to validate the full game loop for your concept and produce a PROCEED, PIVOT, or KILL report.

Frequently Asked Questions about vertical-slice

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

FAQPage Schema
What is a vertical slice in game development?

A vertical slice is a near-production-quality build demonstrating one complete start-challenge-resolution gameplay cycle, typically 3-5 minutes long. It validates the pipeline, architecture, fun, and team velocity before committing to full Production.

When should I run a vertical slice instead of a prototype?

Run a vertical slice late in Pre-Production after GDDs, architecture, and UX specs are complete. If you have not written GDDs yet and want to test whether a core idea is worth designing, run a cheaper concept prototype first.

How long should a vertical slice take to build?

A vertical slice should take 1-3 weeks with a hard time limit. If the full game loop is not demonstrable by day 3, stop and reassess scope or architecture rather than continuing to iterate.

Can vertical slice code be reused in production?

No. Vertical slice code must never be refactored into production, and production code must never import from the prototypes directory. Production implementation is written from scratch using the slice only as a design reference.

What happens after a PROCEED, PIVOT, or KILL verdict?

PROCEED routes to epic creation, sprint planning, and a stage gate check. PIVOT captures a carry-forward note and sends you back to revise GDDs and architecture before re-slicing. KILL documents the failure in a graveyard file and returns to brainstorming.

Can a vertical slice validate multiplayer or networked gameplay?

A local vertical slice cannot validate networked feel because latency fundamentally changes combat, movement, and prediction. It can confirm the loop is interesting, but network feel requires real peers or simulated latency.