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@TimothyMeadows TimothyMeadows released this 28 Oct 06:56
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OpenCaw - Game Production Release

OpenCaw now centers on video game production, with explicit support for six engines, an expanded skill catalog, native 3D asset workflows, and stronger production evidence requirements.

Release Counts

The skill catalog grows by 66%. The filesystem comparison contains 77 added skill paths and 11 removed paths, including three renames. Excluding those renames, this release adds 74 new skills and retires 8 skills.

All 89 skills retained at their existing paths were updated: 50 received engine metadata only, while 39 also received other changes.

Major Changes

Explicit Support for Six Game Engines

Added registered engine definitions and compatibility checks for:

  • Three.js
  • Babylon.js
  • Phaser
  • Unity
  • Unreal
  • Godot

ENGINE.md selects the engine independently of architecture and art pipeline selection. Skills declare engine compatibility, role capabilities are filtered accordingly, and requesting a skill cannot silently change the engine.

Added engine contract generation, resolution, validation, and recorded overrides for isolated prototypes. Legacy browser-engine architecture templates now act as compatibility redirects.

Native Proof-to-Model Production

Added PROOF_TO_MODEL as the default art pipeline, replacing CSS3.

The workflow includes:

  • Original-source classification with observation, inference, and uncertainty recorded separately.
  • Human approval of six consistent views: front, right, back, left, top, and bottom.
  • Image preprocessing and pinned Pixal3D multi-view reconstruction.
  • Blender 4.5 LTS finishing.
  • Editable sources, GLB exports, textures, LODs, and collision data.
  • Hash-bound provenance, independent review, and separate human runtime acceptance.

Advanced rigid-part finishing adds reviewed HIGH/LOW pairs, part and pivot ancestry, measured reduction errors, material preservation or grouped-atlas baking, constrained LOD/contact controls, normal verification, collision proxies, and resource limits.

Model-to-Animation Production

Added downstream animation production for reviewed models, supporting:

  • Skinned, articulated, and rigid motion profiles.
  • Model readiness inspection.
  • Explicit rigs, hierarchies, and pivots.
  • Clip authoring and explicitly mapped retargeting.
  • Baking, export, complete motion review, and targeted revisions.
  • Selected-engine presentation and separate runtime acceptance.

Model-to-Action Composition

Added composition of reviewed clips into ordered actions, including dances, combinations, and charge/cast sequences.

Features include:

  • Trims, playback rates, bounded repetitions, and incoming blends.
  • Step-relative markers and effect cues.
  • Model-attached effects and fixed-target visual projectiles.
  • Editable timelines and actual exported composite animations.
  • Pause, cancellation, replacement, stale-callback handling, and resource cleanup.

Gameplay retains authority over targeting, movement, collisions, damage, costs, cooldowns, and projectile outcomes.

Expanded Blender Production Guidance

Expanded the existing 11 Blender production skills with 12 new reference documents covering:

  • Subject construction and hard-surface assemblies.
  • Sculpting and retopology.
  • Hair cards and grooms.
  • Geometry Nodes, modular kits, and vegetation.
  • Cloth preparation.
  • Articulation and deformation.
  • Surface detail and atlases.
  • Reference comparison.
  • Selected-engine handoffs.

Game Design, UI, and Feedback

Added focused guidance for player decisions, progression, economies, and balance hypotheses.

Game UI and feedback workflows now address HUD synchronization, controller focus, screen/input ownership, accessibility, camera/audio/VFX coordination, cancellation, and actual-device haptic verification.

Expanded Verification

Added coverage for engine isolation, Unity services, Unreal capabilities, native-engine fixtures, cache confinement, gameplay profiles, Blender asset production, animation/action integration, browser playback, and quaternion continuity.

validate-opencaw.sh --exclude-gauntlet can omit the monolithic Gauntlet regression. Default validation still includes it.

New Skills — 74

The resulting catalog contains 72 engine-specific skills and 94 engine-agnostic skills.

Unreal — 22 New Skills

  • unreal-animate-actors
  • unreal-build-ai
  • unreal-build-async-systems
  • unreal-build-audio
  • unreal-build-cameras
  • unreal-build-cinematics
  • unreal-build-controls
  • unreal-build-game-features
  • unreal-build-gameplay-abilities
  • unreal-build-gameplay-framework
  • unreal-build-mass-entities
  • unreal-build-materials
  • unreal-build-movement
  • unreal-build-multiplayer
  • unreal-build-physics
  • unreal-build-procedural-content
  • unreal-build-save-systems
  • unreal-build-ui
  • unreal-build-vfx
  • unreal-build-worlds
  • unreal-integrate-assets
  • unreal-run-tooling

Unity — 19 New Skills

  • unity-animate-actors
  • unity-build-2d-content
  • unity-build-audio
  • unity-build-controls
  • unity-build-editor-tools
  • unity-build-materials
  • unity-build-physics
  • unity-build-scenes
  • unity-build-ui
  • unity-configure-rendering
  • unity-integrate-ads
  • unity-integrate-live-services
  • unity-integrate-multiplayer-services
  • unity-integrate-netcode
  • unity-integrate-purchases
  • unity-integrate-voice-chat
  • unity-localize-content
  • unity-optimize-web
  • unity-run-tooling

Godot — 9 New Skills

  • godot-animate-actors
  • godot-build-audio
  • godot-build-controls
  • godot-build-multiplayer
  • godot-build-physics
  • godot-build-scenes
  • godot-build-shaders
  • godot-build-ui
  • godot-run-tooling

Babylon.js — 7 New Skills

  • babylonjs-animate-actors
  • babylonjs-build-audio
  • babylonjs-build-controls
  • babylonjs-build-materials
  • babylonjs-build-scenes
  • babylonjs-build-ui
  • babylonjs-integrate-physics

Phaser — 7 New Skills

  • phaserjs-animate-sprites
  • phaserjs-build-audio
  • phaserjs-build-controls
  • phaserjs-build-physics
  • phaserjs-build-scenes
  • phaserjs-build-tilemaps
  • phaserjs-build-ui

Three.js — 5 New Skills

  • threejs-animate-actors
  • threejs-build-controls
  • threejs-build-materials
  • threejs-build-scenes
  • threejs-build-ui

Shared Production — 5 New Skills

  • build-game-ui
  • build-model-actions
  • build-model-animations
  • build-proof-to-model-assets
  • design-game-systems

Renamed Skills — 3

Existing Three.js model and character workflows now use consistent engine-prefixed names.

Previous Name Current Name
build-threejs-code-characters threejs-build-code-characters
build-threejs-code-models threejs-build-code-models
review-threejs-code-characters threejs-review-code-characters

Previous names remain aliases in OpenCaw’s resolver. These preserved capabilities are excluded from the new-skill and retirement counts.

Removed Capabilities and Templates

The catalog has been narrowed around game production while retaining general backend, database, security, CI/CD, .NET, UI, and accessibility support.

Retired Skills — 8

  • apim-change-review
  • azure-settings-checklist
  • function-app-checklist
  • servicebus-checklist
  • storage-checklist
  • build-scroll-authored-web-experiences
  • design-conversion-pages
  • design-web-experiences

Removed Roles — 7

  • web-experience-designer
  • ai-data-remediation-engineer
  • data-engineer
  • embedded-firmware-engineer
  • incident-response-commander
  • solidity-smart-contract-engineer
  • threat-detection-engineer

Removed Architecture Templates — 9

  • ANGULAR
  • AZURE
  • AZURE_DEVOPS
  • DATABRICKS
  • EMBEDDED_FIRMWARE
  • NEXTJS
  • REACT
  • SOLIDITY
  • VUE

Removed Style Templates — 6

  • WEB_ATMOSPHERIC
  • WEB_DARK_GLASS
  • WEB_EDITORIAL
  • WEB_LIGHT_PAPER
  • WEB_SKEUOMORPHIC
  • WEB_TECHNICAL_GRID

Removed Command Scripts — 2

  • print-css-art-token-template.sh
  • print-web-experience-brief.sh

Breaking Changes and Upgrade Requirements

  • Fresh installation required: OpenCaw must be installed at <project-root>/.opencaw/. Alternate installation directory names are unsupported.
  • Durable state location changed: Memory, tasks, reports, and workflow evidence belong under ignored .opencaw/.cache/. Legacy .ai/ state is not automatically imported.
  • Default art pipeline changed: PROOF_TO_MODEL replaces CSS3. Ordinary CSS/SVG game interface work remains supported.
  • Skill engine declarations are mandatory: Every skill declares AGNOSTIC or exactly one registered engine. Compatibility must be resolved before activation or delegation.
  • Native asset prerequisites: Workflows require .NET 10, matching Blender 4.5 LTS, and applicable reconstruction tools and licenses. Native process execution supports Windows and Linux; macOS execution remains blocked.
  • Production acceptance remains explicit: Six-view proof approval, independent review, and human runtime acceptance are separate gates.
  • Downstream workflows preserve project contracts: Model-to-animation and model-to-action do not replace the primary art pipeline or select another engine.
  • Action composition limits: The initial shared compositor requires in-place clips and supported interpolation. Other inputs require a reviewed preparation step.

Brainstorm, Goal, progressive Gauntlet delivery, and ordinary-task recovery already existed on main. This release updates their storage and evidence paths for the new layout.

Verification Scope

Counts were verified against tracked Git inventories. These notes describe source changes; the full runtime and native validation suites were not rerun while preparing this draft.

Full Changelog: 4.0.0...5.0.0