# Claude-Code-Game-Studios
**Repository Path**: cellinlab/Claude-Code-Game-Studios
## Basic Information
- **Project Name**: Claude-Code-Game-Studios
- **Description**: Turn Claude Code into a full game dev studio — 48 AI agents, 36 workflow skills, and a complete coordination system mirroring real studio hierarchy.
- **Primary Language**: Unknown
- **License**: MIT
- **Default Branch**: main
- **Homepage**: None
- **GVP Project**: No
## Statistics
- **Stars**: 0
- **Forks**: 0
- **Created**: 2026-03-24
- **Last Updated**: 2026-03-24
## Categories & Tags
**Categories**: Uncategorized
**Tags**: None
## README
Claude Code Game Studios
Turn a single Claude Code session into a full game development studio.
48 agents. 37 workflows. One coordinated AI team.
---
## Why This Exists
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?"
**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.
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.
---
## Table of Contents
- [What's Included](#whats-included)
- [Studio Hierarchy](#studio-hierarchy)
- [Slash Commands](#slash-commands)
- [Getting Started](#getting-started)
- [Upgrading](#upgrading)
- [Project Structure](#project-structure)
- [How It Works](#how-it-works)
- [Design Philosophy](#design-philosophy)
- [Customization](#customization)
- [Platform Support](#platform-support)
- [Community](#community)
- [License](#license)
---
## What's Included
| Category | Count | Description |
|----------|-------|-------------|
| **Agents** | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
| **Skills** | 37 | 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** | 29 | 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 37 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` `/map-systems` `/design-system`
**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](https://git-scm.com/)
- [Claude Code](https://docs.anthropic.com/en/docs/claude-code) (`npm install -g @anthropic-ai/claude-code`)
- **Recommended**: [jq](https://jqlang.github.io/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
1. **Clone or use as template**:
```bash
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
```
2. **Open Claude Code** and start a session:
```bash
claude
```
3. **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
## Upgrading
Already using an older version of this template? See [UPGRADING.md](UPGRADING.md)
for step-by-step migration instructions, a breakdown of what changed between
versions, and which files are safe to overwrite vs. which need a manual merge.
## Project Structure
```
CLAUDE.md # Master configuration
.claude/
settings.json # Hooks, permissions, safety rules
agents/ # 48 agent definitions (markdown + YAML frontmatter)
skills/ # 37 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:
1. **Vertical delegation** — directors delegate to leads, leads delegate to specialists
2. **Horizontal consultation** — same-tier agents can consult each other but can't make binding cross-domain decisions
3. **Conflict resolution** — disagreements escalate up to the shared parent (`creative-director` for design, `technical-director` for technical)
4. **Change propagation** — cross-department changes are coordinated by `producer`
5. **Domain boundaries** — agents don't modify files outside their domain without explicit delegation
### Collaborative, Not Autonomous
This is **not** an auto-pilot system. Every agent follows a strict collaboration protocol:
1. **Ask** — agents ask questions before proposing solutions
2. **Present options** — agents show 2-4 options with pros/cons
3. **You decide** — the user always makes the call
4. **Draft** — agents show work before finalizing
5. **Approve** — nothing gets written without your sign-off
You stay in control. The agents provide structure and expertise, not autonomy.
### 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.
## Community
- **Discussions** — [GitHub Discussions](https://github.com/Donchitos/Claude-Code-Game-Studios/discussions) for questions, ideas, and showcasing what you've built
- **Issues** — [Bug reports and feature requests](https://github.com/Donchitos/Claude-Code-Game-Studios/issues)
---
*This project is under active development. The agent architecture, skills, and coordination system are solid and usable today — but there's more coming.*
## License
MIT License. See [LICENSE](LICENSE) for details.