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Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Directory Structure
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```text
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/
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├── CLAUDE.md # Master configuration
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├── .claude/ # Agent definitions, skills, hooks, rules, docs
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├── src/ # Game source code (core, gameplay, ai, networking, ui, tools)
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├── assets/ # Game assets (art, audio, vfx, shaders, data)
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├── design/ # Game design documents (gdd, narrative, levels, balance)
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├── docs/ # Technical documentation (architecture, api, postmortems)
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│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
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├── tests/ # Test suites (unit, integration, performance, playtest)
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├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
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├── prototypes/ # Throwaway prototypes (isolated from src/)
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└── production/ # Production management (sprints, milestones, releases)
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```
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