The product should make it easier to start, plan, build, review, and ship games by providing a package-friendly TypeScript CLI that creates project scaffolds, renders bounded Codex prompts, manages game-studio roles and workflows, records auditable project state, and validates the tracked template and project-state surfaces.
The product exists to expand what a developer can do with Codex for game creation. It may orchestrate role-scoped Codex work when the plan, state, permissions, and handoffs stay explicit and reviewable. It must not turn game development into mandatory studio ceremony, hide the developer's intent behind an opaque orchestrator, or replace human creative and technical judgment.
- allowed to provide bounded task orchestration for role-scoped Codex runs when it remains local, explicit, file-backed, policy-gated, and validated;
- explicit about when it is rendering prompts, planning tasks, orchestrating task runs, running Codex, mutating project state, or only inspecting planned behavior.
External tools, reference workflows, and comparison projects may inspire improvements, but designs must translate those ideas into Codex Game Studio's local, Codex-native, package-friendly boundary.
1.**Codex-native by default.** Direct Codex execution through `codex-game-studio run <role>` remains the primary runtime path. Inspection paths such as `--dry-run` and `--print-prompt` must stay non-mutating.
2.**Orchestration is now in scope when explicit.** The CLI may coordinate multiple role-scoped Codex task runs, including dependencies and bounded sequences, only when task state, selected context, approvals, locks, run metadata, and failure outcomes are visible in `.codex/**` or deterministic CLI output.
3.**Local repository files stay reviewable.** Project state, prompts, tasks, approvals, templates, and validation evidence should be visible in the working tree or deterministic CLI output, not hidden in off-repo services.
4.**Developer control comes first.** Studio depth is optional and mode-controlled. Fast prototype workflows must remain lightweight; orchestration and strict approval flows must be explicit rather than silently imposed on every project.
5.**Project stage and studio strictness are separate.** Lifecycle stage (`design`, `prototype`, `development`) must not be collapsed into process strictness (`fast-prototype`, `guided-studio`, `strict-studio`).
6.**Tracked instructions use `AGENTS.md` and `.codex/**`.** Do not add `CODEX.md`, legacy generated-project compatibility shims, or alternate instruction contracts unless a future boundary update explicitly changes this rule.
7.**Depth comes from selected context, not prompt bloat.** Registries may contain rich roles, workflows, engine references, and rules, but generated prompts and task packets should include only relevant selected material.
8.**Mutation is policy-gated and visible.** Any design that lets Codex or the CLI mutate files must specify write policy, approval/override behavior, sandbox selection, dry-run diagnostics, and where provenance is recorded.
9.**Future-only surfaces must remain absent until built.** Planner/next, telemetry, hard output-ownership enforcement, hosted orchestration, background autonomous loops, and unbounded parallelism must not appear as user-facing behavior before they have implementation, tests, and docs.
10.**Validation is part of the product.** New generated surfaces, package assets, CLI commands, orchestration behavior, and behavior-bearing docs need repo-native validation and tests before readiness or parity claims.
11.**Documentation impact is part of the game workflow.** Functional game changes require a bounded documentation-impact decision with reviewable evidence; the template does not present repository-maintenance tooling as a game-studio product feature.
- generated game project files under the project root, especially `AGENTS.md`, `.codex/**`, templates, tasks, approvals, context manifests, and selected runtime docs;
- role and workflow registries that improve game-development coverage while keeping materialized prompts bounded;
- engine references for Godot, Unity, and Unreal when they are packaged, validated, reviewed, and selected by relevance;
- Does it accidentally introduce a hosted service, daemon, general-purpose orchestrator, hidden memory layer, CI gate, unbounded parallelism, or heavyweight lifecycle platform?
Update this boundary when Codex Game Studio's mission, runtime model, generated-surface contract, approval/write-policy model, package boundary, or explicit non-goals change. Keep it human-facing: concise enough to read before planning, concrete enough to stop product drift.