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sebnadosebnado/worldbuild-bench/skills/prd/SKILL.md

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.

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Projects with it also use context-optimize, usecase and 10 more.

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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.
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    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.

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    WHAT — Draft and review a Technical Requirements Document (TRD) using the template, typically

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  • snarktankSkill

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  • +2 more from jidechao

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
  1. Distinctive:

    Every system in §4 names at least one concrete technique — a PRD whose systems are all "basic meshes + keyboard input" is a prototype spec, …

    line 90

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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

  1. 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").
  2. Core loop — moment-to-moment, per-round, per-session. What the player does, what pushes back, what rewards them, why they retry.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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).
  9. Technical architecture — module list with exact file paths, the complete gameState contract (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.
  10. Performance budget — target 60 fps: draw-call ceiling, instancing plan, geometry/texture budgets, pixel-ratio clamp, what degrades first.
  11. Acceptance criteria — a checklist merging (a) every hard requirement in TASK.md, (b) the window.__bench telemetry contract, (c) the PRD's own quality commitments. Phrased as verifiable statements.
  12. 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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