Unity

Spec-Driven Production For Unity Game Products

published · · Source: site/src/content/articles/spec-driven-production-for-unity-game-products.md

Why each Unity game repository starts with product records, source evidence, CI, tests, and a replenished planning backlog.

A Unity game repository can become difficult to reason about if product decisions live only in scenes, prefabs, scripts, and old conversations. Spec-driven production changes the starting point.

Each game repository begins with a repeatable structure: source design evidence, VeritySpec records, roadmap, changelog, tests, content validation, GitHub issue forms, CI workflows, and agent instructions. Unity implementation is still central, but it is not the only place product truth exists.

That structure is useful before the first playable build. It creates a place for mechanics, content, platform assumptions, legal constraints, readiness gates, and release controls before production speed makes those facts harder to recover.

The template is also meant to scale. A single game can use the pattern, but the pattern becomes more valuable when many games share the same production loop. Consistent repository shape makes future shared libraries, reusable systems, and portfolio reporting easier.

The goal is not bureaucracy. The goal is to make small games easier to continue, test, hand off, and release without losing track of why decisions were made.

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