vertical-slice

Validate a 3–5 minute production-quality game loop and generate a verdict report.

Updated Dec 22, 2024
One-click install
npx skills add https://github.com/imgamer/AILearn --skill vertical-slice-imgamer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vertical-slice
Source: https://github.com/imgamer/AILearn/tree/main/game-studios/Claude-Code-Game-Studios-e375f/.claude/skills/vertical-slice
Command: npx skills add https://github.com/imgamer/AILearn --skill vertical-slice-imgamer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents expensive production surprises by testing whether a full, near-production-quality start-to-challenge-to-resolution game loop is actually achievable and fun within realistic time and scope.

Core Features & Use Cases

  • Production-quality loop validation: Builds a 3–5 minute, polished vertical slice that demonstrates one complete gameplay cycle.
  • Scope and velocity gatekeeping: Produces a PROCEED/PIVOT/KILL verdict and captures day-by-day velocity to inform sprint planning.
  • Pre-Production decision support: Re-validates after GDD/architecture pivots and gathers structured playtest evidence for executive review.

Quick Start

Run the vertical-slice Skill after GDDs, architecture, and UX specs are ready, then confirm the slice scope before implementation to generate a verdict and report.

Frequently Asked Questions about vertical-slice

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

FAQPage Schema
How do I validate a game loop before committing to full production?

A vertical slice validates a game loop by building a 3–5 minute, near-production-quality gameplay cycle to test if the start-to-challenge-to-resolution loop is fun and achievable within realistic schedule constraints before full production commitment.

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

A vertical slice in game development is a polished, production-quality 3–5 minute segment demonstrating one complete gameplay cycle. You need one during pre-production after GDDs, architecture, and UX specs are complete to validate feasibility.

How do I manage scope and track velocity during pre-production playtesting?

Manage scope by enforcing strict 3–5 minute slice discipline and track velocity by capturing day-by-day progress to inform sprint planning. This process yields a PROCEED, PIVOT, or KILL verdict gated by structured playtest debriefs.

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

Yes, you can re-run vertical slice validation after game design document or architecture pivots. The process supports repeated re-runs during pre-production to re-evaluate whether the updated end-to-end game loop remains achievable and fun.

What is the creative director verdict workflow for playtest debriefs?

The creative director verdict workflow for playtest debriefs is a final review process gated by CD-PLAYTEST in full mode. It uses generated session reports and checkpoint data to deliver a definitive PROCEED, PIVOT, or KILL production decision.

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

A limitation of vertical slice production validation is its strict scope discipline of a 3–5 minute gameplay cycle, meaning it does not evaluate full game length, narrative breadth, or content variety, only the core loop's fun and schedule feasibility.