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build-game-production-tools

Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration.

Skill by TimothyMeadows

IndexedMIT★ 4
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration. Use for map editors, encounter editors, changelog tooling, review modes, content inspectors, and local production utilities.

Use cases: writing

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/build-game-production-tools

What's inside

Skill name
build-game-production-tools
Description
Build reversible game-content tools that derive from authoritative source, isolate drafts, validate imports and exports, and require reviewed integration. Use for map editors, encounter editors, changelog tooling, review modes, content inspectors, and local production utilities.
License
MIT
Instructions
31 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • openai.yaml · agents/
  • release-ledger.md · references/

SKILL.md (first lines)

# Build Game Production Tools

## When to use

- Creating a private or local editor for authored game data.
- Adding a versioned changelog or deterministic review state.
- Designing import, export, undo, redo, or source-integration workflows.

## Workflow

1. State the authority lifecycle: production source, derived document, isolated draft, validated export, reviewed integration.
2. Define versioned schemas, stable identifiers, bounds, size limits, and ownership for every editable field.
3. Reuse production render and content adapters without running progression, saves, or live simulation.
4. Implement bounded undo and redo, atomic gestures, local restore, reset confirmation, and explicit draft status.
5. Treat exports as proposals and validate them against the current source manifest before integration.
6. If remote access is required, fail closed with repository-approved authentication, authorization, session, and audit controls.
7. For changelog or release-history tooling, apply the [production release ledger](references/release-ledger.md) contract before designing derived views or live-version checks.

## Output

- A tooling authority and schema contract.
- Interaction, draft, import, export, access, and integration requirements.
- Tests for validation, reversibility, security, cleanup, and production isolation.

## Guardrails

- Do not make a private URL the only access control.
- Do not let tools mutate gameplay saves, accounts, or live production data by default.
- Do not copy a draft wholesale into authoritative source.

From TimothyMeadows/OpenCaw, MIT.

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Signals

Stars
4
Forks
3
Open issues
2
Last commit (this folder)
Aug 9, 2026 (2 months ago)
Last release
Aug 11, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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build-game-production-tools skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-build-game-production-tools (last updated 2026-10-24)