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| 1 | +# Hybrid Discovery-Production Workflow |
| 2 | + |
| 3 | +## Overview |
| 4 | + |
| 5 | +This document defines a pragmatic hybrid workflow that balances **creative agility** during pre-production with **production discipline** once the game's direction is proven. It is designed for indie teams (1β5 people) who need to iterate quickly to find the fun, but still want professional-grade coordination when building the real thing. |
| 6 | + |
| 7 | +**When to use this workflow**: Small teams, unknown designs, short timelines (weeks to a few months), prototypes that may be pivoted or killed. |
| 8 | + |
| 9 | +**When to use the full OCGS workflow**: Large teams (5β15+), known designs, long timelines (6+ months), funded projects with publisher requirements. |
| 10 | + |
| 11 | +--- |
| 12 | + |
| 13 | +## Two-Phase Model |
| 14 | + |
| 15 | +The project lifecycle is split into two modes with **different rules**: |
| 16 | + |
| 17 | +| Dimension | Discovery | Production | |
| 18 | +|-----------|-----------|------------| |
| 19 | +| **Goal** | Find the fun | Ship a polished game | |
| 20 | +| **Process overhead** | Low | High (full OCGS) | |
| 21 | +| **Time to playable** | 2β4 days | 2β4 weeks planning first | |
| 22 | +| **GDDs** | Quick-design / bullet points | Formal GDDs | |
| 23 | +| **Architecture** | None | ADRs required | |
| 24 | +| **Code location** | `prototypes/` | `src/` | |
| 25 | +| **Tests** | Manual playtest only | Unit + integration + QA | |
| 26 | +| **Sprint planning** | Weekly goals (informal) | Formal sprint plan | |
| 27 | +| **Agents** | 4 core roles | 10 core roles | |
| 28 | + |
| 29 | +--- |
| 30 | + |
| 31 | +## Phase 1: Discovery (Pre-Production) |
| 32 | + |
| 33 | +### Goal |
| 34 | +Answer one question per prototype: *Is this mechanic/system/fun?* |
| 35 | + |
| 36 | +### Rules |
| 37 | +- **No formal GDDs.** Use `/quick-design` for lightweight specs, or bullet points in a markdown file. |
| 38 | +- **No architecture.** Build throwaway scenes in `prototypes/`. |
| 39 | +- **Minimal agents.** Only `creative-director`, `game-designer`, `prototyper`, and `godot-specialist` (or engine equivalent). |
| 40 | +- **Time-boxed.** 2β4 weeks maximum per prototype. |
| 41 | +- **Kill cheaply.** If it's not fun, pivot or scrap. No sunk-cost fallacy. |
| 42 | + |
| 43 | +### What NOT to do in Discovery |
| 44 | +- Architecture Decision Records (ADRs) |
| 45 | +- Epic/story breakdowns |
| 46 | +- QA plans |
| 47 | +- Asset pipeline setup |
| 48 | +- Unit tests (prototypes are throwaway) |
| 49 | +- Formal sprint plans |
| 50 | + |
| 51 | +### Deliverable |
| 52 | +A working prototype that answers one core design question. |
| 53 | + |
| 54 | +--- |
| 55 | + |
| 56 | +## Phase 2: Production (Post-Prototype) |
| 57 | + |
| 58 | +### Goal |
| 59 | +Build, polish, and ship the game with full quality gates. |
| 60 | + |
| 61 | +### Rules |
| 62 | +- Use the existing OCGS framework, but with a **consolidated agent hierarchy** (see below). |
| 63 | +- All changes require design review, architecture review, and QA sign-off. |
| 64 | +- Code lives in `src/` with full coding standards. |
| 65 | +- Every system has an ADR in `docs/architecture/`. |
| 66 | +- Tests first for gameplay systems (TDD). |
| 67 | + |
| 68 | +### Slimmed Agent Hierarchy (49 β 10) |
| 69 | + |
| 70 | +| Tier | Role | Responsibilities | |
| 71 | +|------|------|------------------| |
| 72 | +| 1 | `creative-director` | Vision, final say on design | |
| 73 | +| 1 | `technical-director` | Architecture, tech choices, code quality | |
| 74 | +| 2 | `game-designer` | Core mechanics, balance, progression | |
| 75 | +| 2 | `art-director` | Visual identity, asset specs | |
| 76 | +| 2 | `lead-programmer` | Code review, task breakdown | |
| 77 | +| 3 | `gameplay-programmer` | Player systems, combat, UI | |
| 78 | +| 3 | `technical-artist` | Shaders, VFX, rendering pipeline | |
| 79 | +| 3 | `qa-lead` | Test strategy, bug triage | |
| 80 | +| 3 | `sound-designer` | Audio direction | |
| 81 | +| 3 | `writer` | Narrative, lore, dialogue | |
| 82 | + |
| 83 | +> **Note**: The `producer` role is merged into `technical-director`. Cross-domain coordination falls to `technical-director` (sprint planning, milestone reviews, scope management). Gate checks and release coordination are shared with `creative-director`. Design conflicts escalate to `creative-director`. |
| 84 | +
|
| 85 | +### Merged / Deferred Roles |
| 86 | +The following roles from the full 49-agent roster are either merged into the 10 above, or deferred until late production: |
| 87 | + |
| 88 | +- `engine-programmer`, `tools-programmer` β `lead-programmer` |
| 89 | +- `ai-programmer`, `network-programmer` β `gameplay-programmer` (until needed) |
| 90 | +- `level-designer`, `world-builder` β `game-designer` |
| 91 | +- `ui-programmer`, `ux-designer` β `gameplay-programmer` |
| 92 | +- `economy-designer`, `systems-designer` β `game-designer` |
| 93 | +- `performance-analyst` β `technical-artist` / `lead-programmer` |
| 94 | +- `security-engineer`, `accessibility-specialist`, `live-ops-designer` β deferred until late production |
| 95 | +- `community-manager`, `analytics-engineer`, `localization-lead` β post-launch only |
| 96 | + |
| 97 | +--- |
| 98 | + |
| 99 | +## Decision Gates |
| 100 | + |
| 101 | +| Gate | Trigger | Checks | |
| 102 | +|------|---------|--------| |
| 103 | +| **Prototype Gate** | 2β4 weeks or prototype complete | Is it fun? Is scope realistic? | |
| 104 | +| **Production Gate** | Prototype approved | Is there a GDD? Is architecture defined? Is team staffed? | |
| 105 | +| **Alpha Gate** | Core loop complete | Balance, performance, major bugs | |
| 106 | +| **Ship Gate** | Content complete | QA sign-off, no critical bugs | |
| 107 | + |
| 108 | +**Removed gates** (vs. full OCGS): |
| 109 | +- Full architecture review (lightweight ADR is enough) |
| 110 | +- Complete epic/story breakdown before implementation |
| 111 | +- Pre-commit architecture for every feature |
| 112 | + |
| 113 | +--- |
| 114 | + |
| 115 | +## The `/prototype` Fast Lane |
| 116 | + |
| 117 | +A new skill/command that shortcuts the path to a playable prototype: |
| 118 | + |
| 119 | +1. `creative-director` approves concept (informal/chat). |
| 120 | +2. `prototyper` + `godot-specialist` build it. |
| 121 | +3. Manual playtest. |
| 122 | +4. `creative-director` + `game-designer` decide: **iterate**, **pivot**, or **productionize**. |
| 123 | + |
| 124 | +**Average time to playable**: 2β3 days instead of 2β3 weeks of planning. |
| 125 | + |
| 126 | +--- |
| 127 | + |
| 128 | +## Artifact Comparison |
| 129 | + |
| 130 | +| Artifact | Discovery | Production | |
| 131 | +|----------|-----------|------------| |
| 132 | +| Game concept doc | Informal (`design/concept.md`) | Formal GDDs | |
| 133 | +| Architecture | None | ADRs required | |
| 134 | +| Code | `prototypes/` | `src/` with standards | |
| 135 | +| Tests | Manual playtest only | Unit + integration | |
| 136 | +| Sprint plans | Weekly goals in chat | Formal sprint plan | |
| 137 | +| QA | "Does it crash?" | Full QA plan | |
| 138 | + |
| 139 | +--- |
| 140 | + |
| 141 | +## When to Switch to Full OCGS |
| 142 | + |
| 143 | +Switch back to the **full 49-agent framework** if any of these become true: |
| 144 | +- Team grows beyond 5 people |
| 145 | +- Project timeline exceeds 6 months |
| 146 | +- Multiple features need parallel development |
| 147 | +- You need live ops, analytics, or multiplayer |
| 148 | +- Funding/publisher requires formal process |
| 149 | + |
| 150 | +--- |
| 151 | + |
| 152 | +## Comparison |
| 153 | + |
| 154 | +| Aspect | Full OCGS | Hybrid | |
| 155 | +|--------|-----------|--------| |
| 156 | +| Time to first prototype | 2β4 weeks | 2β4 days | |
| 157 | +| Process overhead (early) | High | Low | |
| 158 | +| Coordination (late) | Excellent | Good | |
| 159 | +| Team size | 5β15 | 1β5 | |
| 160 | +| Best for | Known game, funded, long timeline | Unknown game, indie, iterating | |
| 161 | + |
| 162 | +--- |
| 163 | + |
| 164 | +## Migration Path |
| 165 | + |
| 166 | +If a project starts with the hybrid workflow and later needs the full OCGS framework: |
| 167 | + |
| 168 | +1. **Archive prototypes** to `prototypes/archive/`. |
| 169 | +2. **Promote surviving designs** to formal GDDs in `design/`. |
| 170 | +3. **Write ADRs** for the architecture of systems proven in prototypes. |
| 171 | +4. **Recruit additional agents** from the full roster as needed. |
| 172 | +5. **Switch to `src/`** with full coding standards. |
| 173 | +6. **Enable all quality gates** from the full framework. |
| 174 | + |
| 175 | +--- |
| 176 | + |
| 177 | +## Notes |
| 178 | + |
| 179 | +This workflow is a **first-class citizen** of the OCGS framework, not a hack. All existing OCGS skills, gates, and documentation remain valid and are simply deferred to the Production phase. The `/prototype` skill is designed to integrate cleanly with the existing command structure. |
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