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https://github.com/Donchitos/Claude-Code-Game-Studios
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* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
263 lines
12 KiB
Markdown
263 lines
12 KiB
Markdown
<p align="center">
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<h1 align="center">Claude Code Game Studios</h1>
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<p align="center">
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Turn a single Claude Code session into a full game development studio.
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<br />
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48 agents. 36 workflows. One coordinated AI team.
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</p>
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</p>
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<p align="center">
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="MIT License"></a>
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<a href=".claude/agents"><img src="https://img.shields.io/badge/agents-48-blueviolet" alt="48 Agents"></a>
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<a href=".claude/skills"><img src="https://img.shields.io/badge/skills-36-green" alt="36 Skills"></a>
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<a href=".claude/hooks"><img src="https://img.shields.io/badge/hooks-8-orange" alt="8 Hooks"></a>
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<a href=".claude/rules"><img src="https://img.shields.io/badge/rules-11-red" alt="11 Rules"></a>
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<a href="https://docs.anthropic.com/en/docs/claude-code"><img src="https://img.shields.io/badge/built%20for-Claude%20Code-f5f5f5?logo=anthropic" alt="Built for Claude Code"></a>
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<a href="https://ko-fi.com/donchitos"><img src="https://img.shields.io/badge/Ko--fi-Support%20this%20project-ff5e5b?logo=ko-fi&logoColor=white" alt="Ko-fi"></a>
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</p>
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---
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## Why This Exists
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Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"
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**Claude Code Game Studios** solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 48 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.
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The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.
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---
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## Table of Contents
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- [What's Included](#whats-included)
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- [Studio Hierarchy](#studio-hierarchy)
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- [Slash Commands](#slash-commands)
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- [Getting Started](#getting-started)
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- [Project Structure](#project-structure)
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- [How It Works](#how-it-works)
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- [Design Philosophy](#design-philosophy)
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- [Customization](#customization)
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- [Platform Support](#platform-support)
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- [Community](#community)
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- [License](#license)
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---
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## What's Included
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| Category | Count | Description |
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|----------|-------|-------------|
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| **Agents** | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
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| **Skills** | 36 | Slash commands for common workflows (`/start`, `/sprint-plan`, `/code-review`, `/brainstorm`, etc.) |
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| **Hooks** | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
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| **Rules** | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
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| **Templates** | 28 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
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## Studio Hierarchy
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Agents are organized into three tiers, matching how real studios operate:
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```
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Tier 1 — Directors (Opus)
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creative-director technical-director producer
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Tier 2 — Department Leads (Sonnet)
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game-designer lead-programmer art-director
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audio-director narrative-director qa-lead
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release-manager localization-lead
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Tier 3 — Specialists (Sonnet/Haiku)
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gameplay-programmer engine-programmer ai-programmer
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network-programmer tools-programmer ui-programmer
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systems-designer level-designer economy-designer
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technical-artist sound-designer writer
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world-builder ux-designer prototyper
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performance-analyst devops-engineer analytics-engineer
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security-engineer qa-tester accessibility-specialist
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live-ops-designer community-manager
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```
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### Engine Specialists
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The template includes agent sets for all three major engines. Use the set that matches your project:
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| Engine | Lead Agent | Sub-Specialists |
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|--------|-----------|-----------------|
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| **Godot 4** | `godot-specialist` | GDScript, Shaders, GDExtension |
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| **Unity** | `unity-specialist` | DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit |
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| **Unreal Engine 5** | `unreal-specialist` | GAS, Blueprints, Replication, UMG/CommonUI |
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## Slash Commands
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Type `/` in Claude Code to access all 36 skills:
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**Reviews & Analysis**
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`/design-review` `/code-review` `/balance-check` `/asset-audit` `/scope-check` `/perf-profile` `/tech-debt`
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**Production**
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`/sprint-plan` `/milestone-review` `/estimate` `/retrospective` `/bug-report`
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**Project Management**
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`/start` `/project-stage-detect` `/reverse-document` `/gate-check` `/design-systems`
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**Release**
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`/release-checklist` `/launch-checklist` `/changelog` `/patch-notes` `/hotfix`
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**Creative**
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`/brainstorm` `/playtest-report` `/prototype` `/onboard` `/localize`
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**Team Orchestration** (coordinate multiple agents on a single feature)
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`/team-combat` `/team-narrative` `/team-ui` `/team-release` `/team-polish` `/team-audio` `/team-level`
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## Getting Started
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### Prerequisites
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- [Git](https://git-scm.com/)
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- [Claude Code](https://docs.anthropic.com/en/docs/claude-code) (`npm install -g @anthropic-ai/claude-code`)
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- **Recommended**: [jq](https://jqlang.github.io/jq/) (for hook validation) and Python 3 (for JSON validation)
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All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.
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### Setup
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1. **Clone or use as template**:
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```bash
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git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
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cd my-game
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```
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2. **Open Claude Code** and start a session:
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```bash
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claude
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```
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3. **Run `/start`** — the system asks where you are (no idea, vague concept,
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clear design, existing work) and guides you to the right workflow. No assumptions.
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Or jump directly to a specific skill if you already know what you need:
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- `/brainstorm` — explore game ideas from scratch
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- `/setup-engine godot 4.6` — configure your engine if you already know
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- `/project-stage-detect` — analyze an existing project
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## Project Structure
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```
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CLAUDE.md # Master configuration
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.claude/
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settings.json # Hooks, permissions, safety rules
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agents/ # 48 agent definitions (markdown + YAML frontmatter)
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skills/ # 36 slash commands (subdirectory per skill)
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hooks/ # 8 hook scripts (bash, cross-platform)
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rules/ # 11 path-scoped coding standards
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docs/
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quick-start.md # Detailed usage guide
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agent-roster.md # Full agent table with domains
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agent-coordination-map.md # Delegation and escalation paths
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setup-requirements.md # Prerequisites and platform notes
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templates/ # 28 document templates
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src/ # Game source code
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assets/ # Art, audio, VFX, shaders, data files
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design/ # GDDs, narrative docs, level designs
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docs/ # Technical documentation and ADRs
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tests/ # Test suites
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tools/ # Build and pipeline tools
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prototypes/ # Throwaway prototypes (isolated from src/)
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production/ # Sprint plans, milestones, release tracking
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```
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## How It Works
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### Agent Coordination
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Agents follow a structured delegation model:
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1. **Vertical delegation** — directors delegate to leads, leads delegate to specialists
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2. **Horizontal consultation** — same-tier agents can consult each other but can't make binding cross-domain decisions
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3. **Conflict resolution** — disagreements escalate up to the shared parent (`creative-director` for design, `technical-director` for technical)
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4. **Change propagation** — cross-department changes are coordinated by `producer`
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5. **Domain boundaries** — agents don't modify files outside their domain without explicit delegation
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### Collaborative, Not Autonomous
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This is **not** an auto-pilot system. Every agent follows a strict collaboration protocol:
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1. **Ask** — agents ask questions before proposing solutions
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2. **Present options** — agents show 2-4 options with pros/cons
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3. **You decide** — the user always makes the call
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4. **Draft** — agents show work before finalizing
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5. **Approve** — nothing gets written without your sign-off
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You stay in control. The agents provide structure and expertise, not autonomy.
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### Automated Safety
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**Hooks** run automatically on every session:
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| Hook | Trigger | What It Does |
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|------|---------|--------------|
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| `validate-commit.sh` | `git commit` | Checks for hardcoded values, TODO format, JSON validity, design doc sections |
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| `validate-push.sh` | `git push` | Warns on pushes to protected branches |
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| `validate-assets.sh` | File writes in `assets/` | Validates naming conventions and JSON structure |
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| `session-start.sh` | Session open | Loads sprint context and recent git activity |
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| `detect-gaps.sh` | Session open | Detects fresh projects (suggests `/start`) and missing documentation when code/prototypes exist |
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| `pre-compact.sh` | Context compression | Preserves session progress notes |
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| `session-stop.sh` | Session close | Logs accomplishments |
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| `log-agent.sh` | Agent spawned | Audit trail of all subagent invocations |
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**Permission rules** in `settings.json` auto-allow safe operations (git status, test runs) and block dangerous ones (force push, `rm -rf`, reading `.env` files).
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### Path-Scoped Rules
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Coding standards are automatically enforced based on file location:
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| Path | Enforces |
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|------|----------|
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| `src/gameplay/**` | Data-driven values, delta time usage, no UI references |
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| `src/core/**` | Zero allocations in hot paths, thread safety, API stability |
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| `src/ai/**` | Performance budgets, debuggability, data-driven parameters |
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| `src/networking/**` | Server-authoritative, versioned messages, security |
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| `src/ui/**` | No game state ownership, localization-ready, accessibility |
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| `design/gdd/**` | Required 8 sections, formula format, edge cases |
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| `tests/**` | Test naming, coverage requirements, fixture patterns |
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| `prototypes/**` | Relaxed standards, README required, hypothesis documented |
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## Design Philosophy
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This template is grounded in professional game development practices:
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- **MDA Framework** — Mechanics, Dynamics, Aesthetics analysis for game design
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- **Self-Determination Theory** — Autonomy, Competence, Relatedness for player motivation
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- **Flow State Design** — Challenge-skill balance for player engagement
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- **Bartle Player Types** — Audience targeting and validation
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- **Verification-Driven Development** — Tests first, then implementation
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## Customization
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This is a **template**, not a locked framework. Everything is meant to be customized:
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- **Add/remove agents** — delete agent files you don't need, add new ones for your domains
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- **Edit agent prompts** — tune agent behavior, add project-specific knowledge
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- **Modify skills** — adjust workflows to match your team's process
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- **Add rules** — create new path-scoped rules for your project's directory structure
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- **Tune hooks** — adjust validation strictness, add new checks
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- **Pick your engine** — use the Godot, Unity, or Unreal agent set (or none)
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## Platform Support
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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.
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## Community
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- **Discussions** — [GitHub Discussions](https://github.com/Donchitos/Claude-Code-Game-Studios/discussions) for questions, ideas, and showcasing what you've built
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- **Issues** — [Bug reports and feature requests](https://github.com/Donchitos/Claude-Code-Game-Studios/issues)
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---
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*This project is under active development. The agent architecture, skills, and coordination system are solid and usable today — but there's more coming.*
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## License
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MIT License. See [LICENSE](LICENSE) for details.
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