create-epics skill
Turn GDDs plus architecture into epics — one per architectural module, with untraced requirements. Then /create-stories [epic-slug].
Is the create-epics skill safe?
Clean: nothing in its files matched our rules. We read 2 files in the folder on 2026-09-28.
No findings.
Install the create-epics skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/create-epics ~/.claude/skills/create-epics
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys reviewmode,automation,workflow,docs.density,storygranularity,systemoverrides
Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.
Create Epics
An epic is a named, bounded body of work that maps to one architectural module. It defines what needs to be built and who owns it architecturally. It does not prescribe implementation steps — that is the job of stories.
Run this skill once per layer as you approach that layer in development. Do not create Feature layer epics until Core is nearly complete — the design will have changed.
Output: production/epics/[epic-slug]/EPIC.md + production/epics/index.md
Next step after each epic: /create-stories [epic-slug]
When to run: After /create-control-manifest and /architecture-review pass (at full). At standard, critical ADRs + a control manifest suffice. At minimal, this skill is optional and not part of the path — /create-stories synthesizes the epic from design/game-brief.md itself (Option A). If run anyway, it decomposes directly from the brief with no GDD/ADR/manifest prerequisite.
At minimal, this skill is optional — /create-stories synthesizes the epic
(Option A). At that tier /create-stories reads design/game-brief.md
directly, writes a lightweight implicit production/epics//EPIC.md, and
generates stories from the MVP list — so the path is /brainstorm →
/create-stories → /dev-story, with no separate /create-epics or
/sprint-plan step. At standard/full an epic IS required:
/create-stories reads production/epics/[slug]/EPIC.md, and skipping this
skill there leaves /dev-story with no story to implement — a dead end, not a
shortcut.
1. Parse Arguments
See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automationalwaysask categories always prompt).
workflow (per .claude/docs/workflow-modes.md):
create-epics runs project-wide: it uses the project-level tier for its prerequisite expectations and consults workflowoverrides.systemoverrides. per-system when reading each in-scope GDD. See "Workflow tier adjustment" in Step 2.
storygranularity — it sizes the epic's story breakdown: expect 3–5 child stories per epic at coarse, 5–10 at balanced (default), 10–20** at fine.
docs.density — it controls the depth of each epic's written scope and rationale, not the story count (that is story_granularity). modes.rigor sets it alongside workflow; set docs.density explicitly to vary epic prose alone: terse = scope as bullets, one-line rationale; balanced = a scope paragraph with light rationale (default); thorough = full scope prose with governing-ADR rationale and risk discussion. The EPIC.md tables (GDD requirements, governing ADRs) are structural and stay whole at every density.
Modes:
- /create-epics all — process all systems in layer order
- /create-epics layer: foundation — Foundation layer only
- /create-epics layer: core — Core layer only
- /create-epics layer: feature — Feature layer only
- /create-epics layer: presentation — Presentation layer only
- /create-epics [system-name] — one specific system
- No argument — ask: "Which layer or system would you like to create epics for?"
2. Load Inputs
Step 2a — Summary scan (fast, fail-open)
Establish the denominator first. Glob design/gdd/.md, excluding the non-system docs (game-concept.md, systems-index.md, game-pillars.md, gameplay-tags.md, entity-registry.md, fixture-swap-ledger.md, and any gdd-cross-review-.md — the same set gdd-structure-check.sh skips). Call the count N. If N is 0, there are no system GDDs — report "No system GDDs found in design/gdd/ — run /design-system first" and stop.
Scan for Summary sections:
Grep pattern="^## Summary" glob="design/gdd/*.md" output_mode="content" -A 5Interpret the M matches against N. These are three different outcomes, and a zero-match scan is never the same as "nothing in scope":
Never treat an absent ## Summary as an absent system. The scan narrows the read set when it succeeds; it never shrinks the in-scope set. In all mode every system is in scope regardless of Summary, so the scan is a convenience only — never a filter.
Step 2b — Full document load (in-scope systems only)
Using the Step 2a grep results, identify which systems are in scope. Read full documents only for in-scope systems — do not read GDDs or ADRs for out-of-scope systems or layers.
Read for in-scope systems:
unrelated domains entirely. For each in-scope ADR, load only the "GDD Requirements Addressed", "Decision", and "Engine Compatibility" sections — never an unbounded full read:
- design/gdd/systems-index.md — authoritative system list, layers, priority
- In-scope GDDs only (Approved or Designed status, filtered by Step 2a results)
- docs/architecture/architecture.md — module ownership and API boundaries
- Accepted ADRs whose domains cover in-scope systems only — skip ADRs for
Grep pattern="^## (GDD Requirements Addressed|Decision|Engine Compatibility)" path="docs/architecture/[adr-file].md" output_mode="content" -nthen Read(offset, limit) bounded to each match through the next ## heading (or to end of file for the last match). This matters most on a large ADR — measured at 47k tokens this way vs. 103k for an unbounded read of the same size file.
- docs/architecture/control-manifest.md — manifest version date from header
- docs/architecture/tr-registry.yaml — for tracing requirements to ADR coverage
- docs/engine-reference/[engine]/VERSION.md — engine name, version, risk levels
Report: "Loaded [N] GDDs, [M] ADRs, engine: [name + version]."
Workflow tier adjustment (resolved in Step 1; per-system via
system_overrides). The inputs above are the full baseline:
- full — every in-scope GDD must be Approved with all 8 sections; TR
registry + control manifest are required inputs; untraced requirements
(Step 4) are flagged before proceeding.
- standard — GDDs need the 5 required sections (+ conditional Formulas)
approved; only critical (Foundation-layer) ADRs are expected; the control
manifest is read if present, not required. A system pinned higher via
system_overrides must still meet its higher bar.
- minimal — decompose against design/game-brief.md +
acceptance criteria. Do not require GDDs, ADRs, the TR registry, or the
manifest; skip the untraced-requirement gate. If run, the epic is still
produced — but note /create-stories also synthesizes one from the brief when
this skill is skipped (the default minimal path).
3. Processing Order
Process in dependency-safe layer order:
- Foundation (no dependencies)
- Core (depends on Foundation)
- Feature (depends on Core)
- Presentation (depends on Feature + Core)
Within each layer, use the order from systems-index.md.
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.