vertical-slice

Validate a production-quality game loop and issue a PROCEED, PIVOT, or KILL verdict.

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill vertical-slice-francisvarga
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vertical-slice
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/vertical-slice
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill vertical-slice-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents you from committing to a production build by proving whether the full game loop can be implemented at near-production quality within realistic time and pipeline constraints.

Core Features & Use Cases

  • End-to-end loop validation: Builds one polished, continuous start → challenge → resolution slice that demonstrates the core fantasy without developer guidance.
  • Pre-production risk gating: Produces a PROCEED / PIVOT / KILL verdict to decide whether to advance from Pre-Production to Production.
  • Velocity measurement: Tracks actual day-by-day progress to estimate real production rate rather than relying on assumptions.
  • Scope and quality discipline: Enforces slice length targets (typically 3–5 minutes of playable gameplay) and cuts scope before cutting quality to avoid misleading results.

Quick Start

Run the vertical-slice skill in your Claude Code session with the command /vertical-slice --review lean to build and validate a 3–5 minute production-quality loop and receive a PROCEED, PIVOT, or KILL verdict.

Frequently Asked Questions about vertical-slice

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

FAQPage Schema
How do I validate my game loop before entering full production?

To validate a game loop before production, build a 3–5 minute polished vertical slice demonstrating the core fantasy without developer guidance. This measures real development velocity and yields a gated PROCEED, PIVOT, or KILL recommendation for production advancement.

What is a vertical slice in game development and when do I need one?

A vertical slice in game development is a fully playable, production-quality segment demonstrating the core loop from start to resolution. You need one during pre-production to prove the full loop works within realistic time and pipeline constraints before committing to production.

How do I control scope when building a pre-production game prototype?

Control scope when building a pre-production prototype by enforcing strict slice length targets and cutting scope before cutting quality. This avoids misleading playtest results and ensures the prototype accurately represents the production pipeline's capabilities.

Can I re-run architecture validation after a game design pivot?

Yes, you can re-run architecture validation after a game design pivot. The vertical slice process supports iterative re-runs to re-validate changed design decisions, loading the updated GDDs, architecture, and UX specs to ensure the new direction is feasible.

How do I measure development velocity before starting game production?

Measure development velocity before game production by tracking actual day-by-day progress while building the vertical slice. This provides an accurate production rate estimate rather than relying on assumptions, directly informing the final production gating decision.

What are the limitations of using a vertical slice for production gating?

A key limitation is that a vertical slice only validates the specific game loop tested; it requires resolving review mode and loading complete design context. If scope is not disciplined, the slice may yield misleading playtest results that compromise the gating verdict.