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making-a-game

Turning a concept into a played, published game is a job this world already runs end to end: the game workflow holds the order, fans the independent parts out to run at once, and stops to ask for each piece it needs done.

This skill is how an agent reaches that run — start it with the person's own concept, then claim and answer its requests one at a time — and the reason it exists is that the failure mode it prevents is expensive: an agent that starts building a game by hand reproduces, badly and serially, a job the engine already knows how to run.