adopt
Skill3 starsChanged 32 days agoMITView on GitHub
Brings FirstPlayable into a Unity game that is already in development — inventories the project, backfills design rules from the existing code as PROPOSED (with source citations) for the user to confirm, and installs the safety pieces without restructuring anything. Use instead of design/bootstrap when the project already has code and scenes, or when the user says /first-playable:adopt.
27 other projects use a version of this.
Adopted by
Most recently taken up by
- maideps/ai-harness-frameworktheir own version, first seen Nov 8, 2026
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- myowinthein/claude-helmtheir own version, first seen Nov 1, 2026
- dcbruck/claude-skillstheir own version, first seen Oct 20, 2026
- iadr-dev/greenlighttheir own version, first seen Oct 20, 2026
- HurricaHjz/SecondSelftheir own version, first seen Oct 20, 2026
Used with
Projects with it also use create-stories, story-done and 10 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillcreate-stories
Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
Also in 11 projects that use this
lilangMaxSkillstory-done
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
Also in 11 projects that use this
- +10 more from lilangMax
Other versions27 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 27
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- HurricaHjz/SecondSelf★ 156same name
- striderZA/OpenCodeGameStudios★ 118same name
- HurricaHjz/second-yourself★ 105same name
- cenconq25/claude-code-app-studio★ 40same name
- mrveiss/AutoBot-AI★ 39same name
- dawn840705/codex-code-studios★ 17same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
- codebycorey/delta-spec★ 4same name
17 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
The file
We split this skill into the rules it gives an agent
7 rules. 0 are common, 2 are distinctive, and 5 are very specific to this project.
0
Common
Most of the 25 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 21
Never restructure: Don't move, rename, or re-folder existing scripts, scenes, or assets, and don't impose Assets/_Game/.
- Very specific: line 25
Code shows behavior, not intent: Every rule recovered from code is PROPOSED, never CONFIRMED, and cites where it came from.
- Distinctive: line 29
Backfill only what you'll touch: Document the core loop plus the systems the next features will change.
- Very specific: line 48
Write Docs/Adoption/INVENTORY.md (one page).
- Distinctive: line 76
Write what the code does, including suspicious behavior.
- Very specific: line 91
Run bootstrap's preflight and blocking checks only (see that skill): runInBackground, the PlayModeMarker (into the project's existing …
- Very specific: line 97
If the existing code has no testable seam (logic inside MonoBehaviours), don't refactor it now.
“Common” is measured: kept by at least 6 in 10 of the 25 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Adopt an Existing Project
The other skills assume a game that starts at the design interview. Most real
projects don't: the code exists, the design lives in someone's head. This skill
is the side door. It ends where the normal workflow continues: the next feature
goes through feature → verify → playtest like any other.
Status: new in v1.0 and not yet field-tested on a project other than its author's. Expect rough edges, and record them the way
examples/records everything else.
Hard rules
- Read-only until the user approves a written plan. Same dry-run rule as
bootstrap. - Never restructure. Don't move, rename, or re-folder existing scripts,
scenes, or assets, and don't impose
Assets/_Game/. The project's layout is the layout. (Moving assets is GUID-safe only through the Editor, and it is churn no one asked for.) - Code shows behavior, not intent. Every rule recovered from code is
PROPOSED, neverCONFIRMED, and cites where it came from. The user decides whether a behavior is intended (→CONFIRMED) or a bug (→ a fix task inOPEN_QUESTIONS.md). - Backfill only what you'll touch. Document the core loop plus the systems the next features will change. Everything else stays undocumented until a spec touches it ("spec on touch"). Documenting a whole shipped game up front costs days and goes stale before it's read.
Steps
1. Inventory (read-only)
Survey and summarize. Don't analyze deeply yet:
- Unity version, render pipeline, input system (new / legacy / both), packages
- Scenes and which one is the "play" scene
- Script layout: folders, asmdefs and their references, rough size per area
- Existing tests (EditMode / PlayMode), and whether they pass. Run them via the
Unity CLI or MCP if connected (
references/unity-cli.md) - Existing docs: README, design notes, task trackers the user points to
- Tooling: Unity CLI / MCP connection, git status,
.gitignore
Write Docs/Adoption/INVENTORY.md (one page). Ask the user which systems the
next 2–3 features will touch. That answer is the backfill scope.
2. Interview, short
Code can't tell you why the game is fun. Ask the design interview's first
questions only (who is the player, the core verb, how a run starts/ends, what
makes it fun). 3–5 questions, once. Write Docs/Game/GAME_OVERVIEW.md.
3. Backfill rules from code
For the core loop and the in-scope systems only, read the code and draft
Docs/Game/CORE_LOOP.md and Docs/Game/GAME_RULES.md using the normal rule
format, plus a source line:
## DMG-001
- Status: PROPOSED
- Source: Assets/Scripts/Combat/DamageSystem.cs:42-61 (behavior as coded, 2026-10-12)
- Condition: projectile hits an enemy with health > 0
- Process: damage = base × (crit ? 2 : 1); subtract from health
- Result: enemy health decreases; at 0 → death event
- Exception: none found in codeRules for backfilling:
- Write what the code does, including suspicious behavior. Don't clean it up into what it probably should do.
- Tuning numbers found in code are
TEMPORARYunless the user says they're final. - Behavior that looks like a bug (dead branch, inconsistent with another rule,
magic number fighting a config value) goes to
OPEN_QUESTIONS.mdas a question, not into the rule. - Systems outside the scope get one line in
CORE_LOOP.md("Inventory — exists, undocumented") so their absence is visible, not hidden.
Then walk the user through the PROPOSED rules a handful at a time. Each one
becomes CONFIRMED, changed, or a bug ticket. Then run
/first-playable:review-design as normal.
4. Install the safety pieces, not the structure
Run bootstrap's preflight and blocking checks only (see that skill):
runInBackground, the PlayModeMarker (into the project's existing Editor
folder and asmdef, not a new tree), Unity CLI sign-in / pipeline package if the
CLI is used, and a CLAUDE.md merged into whatever exists. Skip folder and
asmdef creation entirely.
If the existing code has no testable seam (logic inside MonoBehaviours), don't
refactor it now. feature splits out pure logic for the code it touches, when
a spec needs a test. Nothing earlier.
5. Continue with the normal workflow
- Define the next milestone with
/first-playable:scope. Treat it as a "next playable" rather than a first playable: the game already plays, so the question is what the next build must prove. - Each upcoming change goes through
/first-playable:feature, starting with a spec that references the now-confirmed rule IDs.
Completion
Done when: INVENTORY.md and GAME_OVERVIEW.md exist; the core loop and
in-scope systems have rules the user has confirmed (or turned into tickets);
the safety pieces are installed; and the next feature has a Feature Spec draft.
Does it work?
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

