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Skills update: team-live-ops skill + improvements across 18 existing skills
- Add new /team-live-ops skill for post-launch content planning orchestration - Expand setup-engine, code-review, create-epics-stories, prototype with additional context - Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents - Update architecture-decision and architecture-review with dependency ordering improvements - Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile - Populate technical-preferences.md with structured configuration sections Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -141,6 +141,77 @@ engine-appropriate defaults. Read the existing template first, then fill in:
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- Testing: Suggest engine-appropriate framework (GUT for Godot, NUnit for Unity, etc.)
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- Forbidden Patterns / Allowed Libraries: Leave as placeholder
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### Engine Specialists Routing
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Also populate the `## Engine Specialists` section in `technical-preferences.md` with the correct routing for the chosen engine:
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**For Godot:**
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```markdown
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## Engine Specialists
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- **Primary**: godot-specialist
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- **Language/Code Specialist**: godot-gdscript-specialist (all .gd files)
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- **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources)
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- **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI)
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- **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only)
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- **Routing Notes**: Invoke primary for architecture decisions, ADR validation, and cross-cutting code review. Invoke GDScript specialist for code quality, signal architecture, static typing enforcement, and GDScript idioms. Invoke shader specialist for material design and shader code. Invoke GDExtension specialist only when native extensions are involved.
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### File Extension Routing
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| File Extension / Type | Specialist to Spawn |
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|-----------------------|---------------------|
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| Game code (.gd files) | godot-gdscript-specialist |
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| Shader / material files (.gdshader, VisualShader) | godot-shader-specialist |
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| UI / screen files (Control nodes, CanvasLayer) | godot-specialist |
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| Scene / prefab / level files (.tscn, .tres) | godot-specialist |
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| Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist |
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| General architecture review | godot-specialist |
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```
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**For Unity:**
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```markdown
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## Engine Specialists
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- **Primary**: unity-specialist
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- **Language/Code Specialist**: unity-specialist (C# review — primary covers it)
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- **Shader Specialist**: unity-shader-specialist (Shader Graph, HLSL, URP/HDRP materials)
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- **UI Specialist**: unity-ui-specialist (UI Toolkit UXML/USS, UGUI Canvas, runtime UI)
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- **Additional Specialists**: unity-dots-specialist (ECS, Jobs system, Burst compiler), unity-addressables-specialist (asset loading, memory management, content catalogs)
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- **Routing Notes**: Invoke primary for architecture and general C# code review. Invoke DOTS specialist for any ECS/Jobs/Burst code. Invoke shader specialist for rendering and visual effects. Invoke UI specialist for all interface implementation. Invoke Addressables specialist for asset management systems.
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### File Extension Routing
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| File Extension / Type | Specialist to Spawn |
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|-----------------------|---------------------|
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| Game code (.cs files) | unity-specialist |
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| Shader / material files (.shader, .shadergraph, .mat) | unity-shader-specialist |
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| UI / screen files (.uxml, .uss, Canvas prefabs) | unity-ui-specialist |
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| Scene / prefab / level files (.unity, .prefab) | unity-specialist |
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| Native extension / plugin files (.dll, native plugins) | unity-specialist |
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| General architecture review | unity-specialist |
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```
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**For Unreal:**
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```markdown
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## Engine Specialists
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- **Primary**: unreal-specialist
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- **Language/Code Specialist**: ue-blueprint-specialist (Blueprint graphs) or unreal-specialist (C++)
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- **Shader Specialist**: unreal-specialist (no dedicated shader specialist — primary covers materials)
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- **UI Specialist**: ue-umg-specialist (UMG widgets, CommonUI, input routing, widget styling)
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- **Additional Specialists**: ue-gas-specialist (Gameplay Ability System, attributes, gameplay effects), ue-replication-specialist (property replication, RPCs, client prediction, netcode)
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- **Routing Notes**: Invoke primary for C++ architecture and broad engine decisions. Invoke Blueprint specialist for Blueprint graph architecture and BP/C++ boundary design. Invoke GAS specialist for all ability and attribute code. Invoke replication specialist for any multiplayer or networked systems. Invoke UMG specialist for all UI implementation.
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### File Extension Routing
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| File Extension / Type | Specialist to Spawn |
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|-----------------------|---------------------|
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| Game code (.cpp, .h files) | unreal-specialist |
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| Shader / material files (.usf, .ush, Material assets) | unreal-specialist |
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| UI / screen files (.umg, UMG Widget Blueprints) | ue-umg-specialist |
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| Scene / prefab / level files (.umap, .uasset) | unreal-specialist |
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| Native extension / plugin files (Plugin .uplugin, modules) | unreal-specialist |
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| Blueprint graphs (.uasset BP classes) | ue-blueprint-specialist |
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| General architecture review | unreal-specialist |
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```
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### Collaborative Step
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Present the filled-in preferences to the user:
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> "Here are the default technical preferences for [engine]. Want to customize
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