game-start — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-start (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Every game project has a beginning, but not every beginning looks the same. You might be standing in front of an empty folder with nothing but ambition. You might have a thick design document but zero lines of code. You might be stepping into a codebase someone else started six months ago. This workflow detects where you are and gets you moving without wasting time on steps you have already completed.
The core philosophy: meet the project where it lives. Diagnose the current state, fill in the gaps, point toward the next meaningful action. Hollow Knight started as a game jam sketch. Stardew Valley started as a learning exercise. Undertale started as an EarthBound-inspired demo. None followed a textbook "correct" beginning -- but each had a moment where scattered ambition became structured execution. This workflow is that moment.
Use this workflow when:
Problems this solves:
preserve them. Suggest reorganization, never deletion without explicit confirmation.
Do not assume an empty project. Do not assume an existing one is well-organized.
Do not guess. The wrong engine assumption wastes enormous time.
documented in docs/collaboration-protocol.md. All design terminology should follow docs/game-design-theory.md.
These values are injected automatically via shell preprocessing before the skill content reaches Claude. They provide real-time project data so state detection starts from facts, not assumptions.
ls project.godot *.unity *.uproject 2>/dev/null | head -1 || echo "No engine project file detected"git log --oneline -5 2>/dev/null || echo "No git history"find . -name "*.gd" -o -name "*.cs" -o -name "*.cpp" -o -name "*.h" -o -name "*.rs" -o -name "*.js" 2>/dev/null | wc -lls -1 docs/ 2>/dev/null || echo "No docs directory"ls -1 design/ 2>/dev/null || echo "No design directory"ls -1 tests/ 2>/dev/null || echo "No tests directory"ls Makefile CMakeLists.txt SConstruct *.sln package.json Cargo.toml 2>/dev/null | head -3 || echo "No build config detected"git log --reverse --format="%ar" 2>/dev/null | head -1 || echo "Unknown — no git history"git shortlog -sn --no-merges 2>/dev/null | head -5 || echo "Unknown — no git history"grep -r "TODO\|FIXME\|HACK\|XXX" src/ 2>/dev/null | wc -l || echo "0"Use this auto-populated data to shortcut Step 0 below. If the engine field shows a detected project file, skip the engine detection prompts. If source file count is zero, you are in State 1 (Empty Project). If source file count is nonzero but docs directory is empty, the project likely has documentation gaps. The git history age and contributor count help distinguish solo dev projects from team projects, which affects recommended workflow complexity.
Step 0: Project State Detection
Before any recommendations, assess the current state by scanning for these signals. Cross-reference against the auto-populated data above — much of this may already be answered.
STATE DETECTION MATRIX
---------------------------------------------------------------
Signal | Indicates
---------------------------------------------------------------
No files / empty directory | State 1: Empty Project
Design docs but no source code | State 2: Concept Exists
Source code + design docs | State 3: In-Progress
Mature codebase + CI + tests | State 4: Existing Project
---------------------------------------------------------------
Engine Detection Signals:
- project.godot, *.gd, *.tscn --> Godot Engine
- *.unity, *.cs, ProjectSettings/ --> Unity
- *.uproject, *.cpp + UE macros --> Unreal Engine
- package.json + Phaser/PixiJS --> Web-based engine
- Cargo.toml + Bevy/macroquad --> Rust-based engine
- No recognizable engine files --> Ask the userRun the detection, report findings, then branch to the appropriate state handler.
State 1: Empty Project
The blank canvas. This is where most solo devs and small teams start.
Step 1.1 -- Choose your engine (if not already decided):
Step 1.2 -- Define the concept (route to game-brainstorm if needed):
game-brainstorm before continuingStep 1.3 -- Create the initial file structure:
The following is the recommended generic starting point. Adapt it to your engine.
project-root/
design/
gdd/ -- Game Design Document and sub-documents
narrative/ -- Story outlines, dialogue scripts, lore bibles
levels/ -- Level layouts, progression maps, zone designs
balance/ -- Economy spreadsheets, difficulty curves, tuning tables
docs/
architecture/ -- Technical architecture decisions and diagrams
api/ -- Internal API documentation for game systems
src/
core/ -- Engine initialization, main loop, global managers
gameplay/ -- Player mechanics, enemy behaviors, interaction systems
ai/ -- NPC behavior trees, pathfinding, decision-making
ui/ -- Menus, HUD, in-game UI components
tools/ -- Editor extensions, debug tools, dev utilities
assets/
art/ -- Sprites, textures, models, animations
audio/ -- Music tracks, sound effects, ambient loops
vfx/ -- Particle systems, shader effects, post-processing
shaders/ -- Custom shader files
data/ -- JSON/XML config files, localization strings, data tables
tests/
unit/ -- Isolated component tests
integration/ -- System interaction tests
playtest/ -- Playtest session logs and feedback forms
production/
sprints/ -- Sprint plans, retrospectives, velocity charts
milestones/ -- Milestone definitions and completion criteria
prototypes/ -- Throwaway prototypes (never promote to production code)Engine-specific alternatives:
scripts/, scenes/, resources/, addons/. The design/, docs/, and production/ directories overlay on top at the project root alongside project.godot.Assets/Scripts/, Assets/Prefabs/, Assets/Scenes/. The design/, docs/, and production/ directories go at the project root alongside Assets/.Source/, Content/, Config/. The design/, docs/, and production/ directories go at the project root.This structure is a recommendation, not a requirement. GameForge hooks detect source code across multiple conventional locations (src/, scripts/, Scripts/, Source/, Assets/Scripts/, lib/). If your project already has a structure, keep it -- add the design/, docs/, and production/ overlays where they make sense.
Step 1.4 -- Generate starter documents:
templates/game-concept.md)TODO.md with immediate next steps.gitignore appropriate for the chosen engineStep 1.5 -- Suggest next steps:
game-brainstorm to flesh out the concept if it is thindocs/game-design-theory.md for methodology)game-sprint-planState 2: Concept Exists (Docs, No Code)
The user has thought about their game but has not started building it yet.
Step 2.1 -- Review existing documentation:
docs/game-design-theory.md)Step 2.2 -- Gap analysis:
technical requirements, art style reference, audio direction, UI wireframes, progression
or Nice-to-have (polish item)
Step 2.3 -- Structural assessment:
design/ hierarchyStep 2.4 -- Recommend next actions:
game-design-review for a thorough design document reviewone pillar mechanic is well-specified)
State 3: In-Progress (Code and Docs)
Development is underway. The goal is to assess health and recommend priorities.
Step 3.1 -- Codebase scan:
Step 3.2 -- Documentation coverage:
Step 3.3 -- Structural health:
Step 3.4 -- Priority recommendations:
State 4: Existing Project (Mature Codebase)
A well-established project. The goal is an honest audit, not a rubber stamp.
Step 4.1 -- Architecture audit:
Step 4.2 -- Documentation audit:
Step 4.3 -- Technical health check:
Step 4.4 -- Recommendations:
The workflow produces a Project State Report structured as follows:
# Project State Report
**Project:** [name]
**Date:** [date]
**Detected State:** [Empty / Concept / In-Progress / Existing]
**Engine:** [detected or user-specified]
## Current State Assessment
[Summary of what was found]
## Completed Items
- [What is already in good shape]
## Gaps & Issues
| Item | Severity | Category | Recommended Action |
|------|----------|----------|-------------------|
| ... | Critical | Docs | ... |
## File Structure
[Current structure vs. recommended structure, with specific changes needed]
## Recommended Next Steps
1. [Highest priority action]
2. [Second priority]
3. [Third priority]
## Suggested Workflow Sequence
- [ ] [First workflow to run, e.g., game-brainstorm]
- [ ] [Second workflow, e.g., game-design-review]
- [ ] [Third workflow, e.g., game-sprint-plan]A successful project onboarding meets all of these:
Detects empty project, asks about engine preference and concept, scaffolds the full directory structure, creates starter documents, and routes to game-brainstorm.
Detects State 2, reviews the GDD for completeness, identifies gaps, recommends filling critical sections before writing code, and suggests when to start prototyping.
Detects State 4, performs a full architecture audit, maps the systems, identifies undocumented areas, and produces an orientation guide for the new developer.
Detects State 3, scans the codebase for structural issues, counts TODOs and FIXMEs, assesses test coverage, and recommends specific refactoring priorities.
Detects empty project with a known engine and genre, creates the directory structure with Godot-specific conventions, generates a concept doc stub with roguelike-relevant sections, and routes to the Godot engine specialist for setup guidance.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.