prd
Skill9 starsChanged 4 months agoMITView on GitHub
Write PRD.md before any code — spawn a dedicated PRD subagent to produce an exhaustive, technically deep requirements document that raises the game far above the brief's minimum. Every build task derives from it.
125 other projects use a version of this.
Adopted by
Most recently taken up by
- Adelie-Squad/solosquadtheir own version, first seen Nov 8, 2026
- shaqmughal/seekstonetheir own version, first seen Nov 8, 2026
- lhbsaa/apex-unifiedtheir own version, first seen Nov 8, 2026
- Jasenpan1987/multi-codetheir own version, first seen Nov 8, 2026
- joeldevz/skynex-pitheir own version, first seen Nov 8, 2026
- insight68/Skillstheir own version, first seen Nov 8, 2026
Used with
Projects with it also use context-optimize, usecase 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.
ibahgatSkillcontext-optimize
Improve context efficiency and cache stability for long or complex sessions.
Also in 3 projects that use this
gabriellstSkillusecase
Create an application use case. Use when implementing business operations like CreateOrder, ProcessPayment, CancelBooking. Use this skill for any command/mutation that orchestrates domain logic, whether simple CRUD or complex multi-step transactions with sagas. Dispatch hub — routes to typescript/go variants by file extension.
Also in 3 projects that use this
jidechaoSkillmodern-go
Modernize Go code by applying version-appropriate idioms and APIs (gofix-style transformations). Scans go.mod for the Go version, then transforms Go source files to use modern patterns—from Go 1.0 through 1.26+. Use when the user says "现代化","现代Go语言", "地道的", "idiomatic", "modernize", "modern-go", "update Go code", "gofix", or wants to upgrade Go idioms.
Also in 3 projects that use this
ulises-jeremiasSkilltrd
WHAT — Draft and review a Technical Requirements Document (TRD) using the template, typically
Also in 3 projects that use this
jidechaoSkillloop-it
Automated issue loop with checkpoint/resume: fetch open GitHub issues → dependency-aware topological sort → implement each issue end-to-end → review with /review-it → document with /note-it → ship with /ship-it → repeat. Persists state to .loop-state.json for crash recovery. Triggers on: loop-it, loop issues, auto implement, 批量实现, 循环实现, 实现所有issue, 恢复循环, resume loop.
Also in 3 projects that use this
snarktankSkillralph
Convert PRDs to prd.json format for the Ralph autonomous agent system. Use when you have an existing PRD and need to convert it to Ralph's JSON format. Triggers on: convert this prd, turn this into ralph format, create prd.json from this, ralph json.
Also in 16 projects that use this
- +2 more from jidechao
Other versions125 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 125
- github/awesome-copilot★ 41ksame name
- snarktank/ralph★ 22ksame name
- SethGammon/Citadel★ 927same name
- smallnest/autoresearch★ 571same name
- snarktank/compound-product★ 542same name
- CatCatUncle/openworkbuddy★ 398same name
- smallnest/goal-workflow★ 283same name
- OffchainLabs/arbitrum-docs★ 252same name
- julianromli/ai-skills★ 215same name
- golbin/agent-skills★ 214same name
115 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.
In this repository6 other files it gives its agents.
- bench-telemetrySkill
- game-qualitySkill
- playtestSkill
- subagentsSkill
- threejs-gameSkill
- world-designSkill
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 102 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 90
Every system in §4 names at least one concrete technique — a PRD whose systems are all "basic meshes + keyboard input" is a prototype spec, …
“Common” is measured: kept by at least 6 in 10 of the 102 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
The PRD: Design the Whole Game Before Building Any of It
The task brief (TASK.md) is a floor, not a ceiling — it lists the minimum mechanics that must exist. Games built straight from the brief come out as thin prototypes. The builds that score well design first: an exhaustive PRD, then a build plan derived from it.
Delegate this. Your first action as orchestrator should be one spawn_agent call
that produces PRD.md. A dedicated PRD agent with fresh context goes deeper than a
planning paragraph ever will.
Spawning the PRD agent
The PRD agent has no context — its brief must say where to look and what to produce:
Write PRD.md — the complete product requirements document for the game this
workspace will build. Read TASK.md (the task brief: hard requirements),
skills/game-quality/SKILL.md (the quality bar), skills/world-design/SKILL.md
(spatial design), and skills/threejs-game/SKILL.md (technical constraints)
first. Write ONLY PRD.md; do not write any code.
The brief is the minimum. Design the most ambitious game a strong team could
ship in this workspace: production quality, not a prototype. Follow the section
list in skills/prd/SKILL.md exactly. Be concrete everywhere — numbers, not
adjectives; named techniques, not aspirations. A thorough PRD is longer than
one reply's output limit — write it in sections: write_file the first sections,
then write_file with append: true for each following batch. Reply with a
10-line summary of the design's pillars and its riskiest technical bets.Required PRD sections
- Vision & pillars — one paragraph of player fantasy; 3 pillars every later decision must serve (e.g. "motion you can feel", "a world that orients you").
- Core loop — moment-to-moment, per-round, per-session. What the player does, what pushes back, what rewards them, why they retry.
- Mechanics spec — every mechanic with tuned numbers: speeds, accelerations, cooldowns, timings, curve shapes, and any other tuned values the brief implies. A builder must be able to implement from this section without inventing values.
- Systems design — each runtime system (world, player, AI/NPC, interaction, camera, HUD, audio, fx, game flow): data model, update algorithm, and the named technique/algorithm it uses, chosen from the state of the art. A system described only as "basic meshes + keyboard input" is a prototype spec.
- Content & world layout — the actual content: play-space layout described region by region with its spatial reasoning per the world-design skill — landmarks and orientation, sightlines, density rhythm, what the gameplay camera sees at the key moments — plus entity/content roster with distinct behaviors, progression and difficulty ramp, variety the player will actually notice.
- Visual direction — palette (hex values), lighting design (direct and indirect/environment strategy, shadow approach), sky/environment treatment, material strategy (how surfaces get texture and wear, not just base colors), post-processing chain (which passes, in what order), particle effects list, silhouette rules for readable geometry.
- Audio direction — first the direction: a sonic palette matched to the visual direction (what does this world sound like?), how intensity follows game state (layers/tempo rising with the stakes), the mix hierarchy (what ducks under what), and where silence does the work. Then the WebAudio synthesis plan that realizes it: engine/ambient bed, event SFX list with a synthesis recipe per sound (oscillator type, envelope, filter), music approach. No external audio files exist — everything is synthesized.
- UI/UX — every screen and state (menu/countdown/playing/paused/won/lost), HUD element inventory with placement, feedback rules (what flashes, shakes, or pops when — see game feel in the game-quality skill).
- Technical architecture — module list with exact file paths, the complete
gameStatecontract (every key, its type, who writes it, who reads it), module exports with signatures, init and update order. The orchestrator freezes this section into stub files before any builder runs, and it is immutable during the parallel build — so make every export name and signature complete and final here. This section is the source of truth the orchestrator's builder briefs quote from. - Performance budget — target 60 fps: draw-call ceiling, instancing plan, geometry/texture budgets, pixel-ratio clamp, what degrades first.
- Acceptance criteria — a checklist merging (a) every hard requirement in
TASK.md, (b) the
window.__benchtelemetry contract, (c) the PRD's own quality commitments. Phrased as verifiable statements. - Build plan — tasks grouped by dependency (group 1 has no dependencies, group 2 builds on group 1, …), each task with: file ownership, exports, gameState keys touched, and its acceptance criteria from §11. One task ↔ one future builder subagent.
Quality tests for the PRD
- Someone who never read TASK.md could build the full game from PRD.md alone.
- Every system in §4 names at least one concrete technique — a PRD whose systems are all "basic meshes + keyboard input" is a prototype spec, rejected.
- §12 tasks are disjoint (no two tasks own the same file) and cover every file in §9.
- Nothing contradicts the hard constraints: static files only, no network, bundled Three.js only, telemetry contract intact.
After the PRD lands
The orchestrator (you) reads PRD.md critically before building: fix contradictions, cut whole features cleanly rather than shipping every feature half-done, then execute §12 with builder subagents per the subagents skill. Keep PRD.md updated if the design changes mid-build; it is the reference every later builder brief quotes.
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