New users no longer get pushed toward /setup-engine before they even have a game idea. The /start skill asks where they are (no idea, vague idea, clear concept, existing work) and routes to the right workflow. The detect-gaps hook now detects fresh projects and suggests /start. All docs updated: README, quick-start, workflow guide, skills/hooks references, CLAUDE.md (skill count 34→35). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> |
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| Claude Code Game Studios.code-workspace | ||
| CLAUDE.md | ||
| LICENSE | ||
| README.md | ||
Claude Code Game Studios
A production-ready Claude Code project template that turns a single AI session into a full game development studio. 48 specialized agents, 35 workflow skills, and a complete coordination system — all wired into Claude Code's native agent architecture.
Clone the repo, open Claude Code, and start building your game with a team of AI specialists that mirrors a real studio hierarchy: directors, department leads, and domain experts working together with defined roles, delegation rules, and quality gates.
What's Included
| Category | Count | Description |
|---|---|---|
| Agents | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
| Skills | 35 | Slash commands for common workflows (/start, /sprint-plan, /code-review, /brainstorm, etc.) |
| Hooks | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
| Rules | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
| Templates | 28 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
Studio Hierarchy
Agents are organized into three tiers, matching how real studios operate:
Tier 1 — Directors (Opus)
creative-director technical-director producer
Tier 2 — Department Leads (Sonnet)
game-designer lead-programmer art-director
audio-director narrative-director qa-lead
release-manager localization-lead
Tier 3 — Specialists (Sonnet/Haiku)
gameplay-programmer engine-programmer ai-programmer
network-programmer tools-programmer ui-programmer
systems-designer level-designer economy-designer
technical-artist sound-designer writer
world-builder ux-designer prototyper
performance-analyst devops-engineer analytics-engineer
security-engineer qa-tester accessibility-specialist
live-ops-designer community-manager
Engine Specialists
The template includes agent sets for all three major engines. Use the set that matches your project:
| Engine | Lead Agent | Sub-Specialists |
|---|---|---|
| Godot 4 | godot-specialist |
GDScript, Shaders, GDExtension |
| Unity | unity-specialist |
DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit |
| Unreal Engine 5 | unreal-specialist |
GAS, Blueprints, Replication, UMG/CommonUI |
Slash Commands
Type / in Claude Code to access all 35 skills:
Reviews & Analysis
/design-review /code-review /balance-check /asset-audit /scope-check /perf-profile /tech-debt
Production
/sprint-plan /milestone-review /estimate /retrospective /bug-report
Project Management
/start /project-stage-detect /reverse-document /gate-check
Release
/release-checklist /launch-checklist /changelog /patch-notes /hotfix
Creative
/brainstorm /playtest-report /prototype /onboard /localize
Team Orchestration (coordinate multiple agents on a single feature)
/team-combat /team-narrative /team-ui /team-release /team-polish /team-audio /team-level
Getting Started
Prerequisites
- Git
- Claude Code (
npm install -g @anthropic-ai/claude-code) - Recommended: jq (for hook validation) and Python 3 (for JSON validation)
All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.
Setup
-
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game cd my-game -
Open Claude Code and start a session:
claude -
Run
/start— the system asks where you are (no idea, vague concept, clear design, existing work) and guides you to the right workflow. No assumptions.Or jump directly to a specific skill if you already know what you need:
/brainstorm— explore game ideas from scratch/setup-engine godot 4.6— configure your engine if you already know/project-stage-detect— analyze an existing project
Project Structure
CLAUDE.md # Master configuration
.claude/
settings.json # Hooks, permissions, safety rules
agents/ # 48 agent definitions (markdown + YAML frontmatter)
skills/ # 35 slash commands (subdirectory per skill)
hooks/ # 8 hook scripts (bash, cross-platform)
rules/ # 11 path-scoped coding standards
docs/
quick-start.md # Detailed usage guide
agent-roster.md # Full agent table with domains
agent-coordination-map.md # Delegation and escalation paths
setup-requirements.md # Prerequisites and platform notes
templates/ # 28 document templates
src/ # Game source code
assets/ # Art, audio, VFX, shaders, data files
design/ # GDDs, narrative docs, level designs
docs/ # Technical documentation and ADRs
tests/ # Test suites
tools/ # Build and pipeline tools
prototypes/ # Throwaway prototypes (isolated from src/)
production/ # Sprint plans, milestones, release tracking
How It Works
Agent Coordination
Agents follow a structured delegation model:
- Vertical delegation — directors delegate to leads, leads delegate to specialists
- Horizontal consultation — same-tier agents can consult each other but can't make binding cross-domain decisions
- Conflict resolution — disagreements escalate up to the shared parent (
creative-directorfor design,technical-directorfor technical) - Change propagation — cross-department changes are coordinated by
producer - Domain boundaries — agents don't modify files outside their domain without explicit delegation
Automated Safety
Hooks run automatically on every session:
| Hook | Trigger | What It Does |
|---|---|---|
validate-commit.sh |
git commit |
Checks for hardcoded values, TODO format, JSON validity, design doc sections |
validate-push.sh |
git push |
Warns on pushes to protected branches |
validate-assets.sh |
File writes in assets/ |
Validates naming conventions and JSON structure |
session-start.sh |
Session open | Loads sprint context and recent git activity |
detect-gaps.sh |
Session open | Detects fresh projects (suggests /start) and missing documentation when code/prototypes exist |
pre-compact.sh |
Context compression | Preserves session progress notes |
session-stop.sh |
Session close | Logs accomplishments |
log-agent.sh |
Agent spawned | Audit trail of all subagent invocations |
Permission rules in settings.json auto-allow safe operations (git status, test runs) and block dangerous ones (force push, rm -rf, reading .env files).
Path-Scoped Rules
Coding standards are automatically enforced based on file location:
| Path | Enforces |
|---|---|
src/gameplay/** |
Data-driven values, delta time usage, no UI references |
src/core/** |
Zero allocations in hot paths, thread safety, API stability |
src/ai/** |
Performance budgets, debuggability, data-driven parameters |
src/networking/** |
Server-authoritative, versioned messages, security |
src/ui/** |
No game state ownership, localization-ready, accessibility |
design/gdd/** |
Required 8 sections, formula format, edge cases |
tests/** |
Test naming, coverage requirements, fixture patterns |
prototypes/** |
Relaxed standards, README required, hypothesis documented |
Design Philosophy
This template is grounded in professional game development practices:
- MDA Framework — Mechanics, Dynamics, Aesthetics analysis for game design
- Self-Determination Theory — Autonomy, Competence, Relatedness for player motivation
- Flow State Design — Challenge-skill balance for player engagement
- Bartle Player Types — Audience targeting and validation
- Verification-Driven Development — Tests first, then implementation
Customization
This is a template, not a locked framework. Everything is meant to be customized:
- Add/remove agents — delete agent files you don't need, add new ones for your domains
- Edit agent prompts — tune agent behavior, add project-specific knowledge
- Modify skills — adjust workflows to match your team's process
- Add rules — create new path-scoped rules for your project's directory structure
- Tune hooks — adjust validation strictness, add new checks
- Pick your engine — use the Godot, Unity, or Unreal agent set (or none)
Platform Support
Tested on Windows 10 with Git Bash. All hooks use POSIX-compatible patterns (grep -E, not grep -P) and include fallbacks for missing tools. Works on macOS and Linux without modification.
License
MIT License. See LICENSE for details.