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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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# Art Bible: [Game Title]
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## Document Status
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- **Version**: 1.0
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- **Last Updated**: [Date]
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- **Owned By**: art-director
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- **Status**: [Draft / Under Review / Approved]
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## Visual Identity Summary
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[2-3 sentences describing the overall visual identity]
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## Reference Board
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[List reference games, films, art, and what specific visual quality each represents]
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| Reference | Medium | What We're Taking |
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| --------- | ------ | ----------------- |
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| [Name] | [Game/Film/Art] | [Specific quality] |
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## Color Palette
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### Primary Palette
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| Name | Hex | Usage |
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| ---- | --- | ----- |
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| [Color Name] | #XXXXXX | [Where and when to use] |
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### Emotional Color Mapping
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| Game State | Dominant Colors | Mood |
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| ---------- | --------------- | ---- |
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| Exploration | [Colors] | [Feeling] |
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| Combat | [Colors] | [Feeling] |
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| Safe zones | [Colors] | [Feeling] |
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| Danger | [Colors] | [Feeling] |
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## Art Style
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### Rendering Style
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[Realistic / Stylized / Pixel / Cel-shaded / etc.]
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### Proportions
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[Character proportions, environment scale, UI scale relationships]
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### Level of Detail
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[How detailed are characters, environments, UI elements?]
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### Visual Hierarchy
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[How do we guide the player's eye? What's always most prominent?]
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## Character Art Standards
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[Silhouette requirements, color coding, animation style, proportions]
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## Environment Art Standards
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[Tilesets, modularity, lighting, atmospheric effects, scale]
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## UI Art Standards
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[Button styles, typography, icon style, menu layout principles, HUD density]
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## VFX Standards
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[Particle style, screen effects, impact feedback, color coding]
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## Asset Production Standards
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### Naming Convention
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`[category]_[name]_[variant]_[size].[ext]`
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### Texture Standards
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| Category | Max Resolution | Format | Color Space |
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| -------- | -------------- | ------ | ----------- |
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| Characters | [Size] | [Format] | [Space] |
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| Environments | [Size] | [Format] | [Space] |
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| UI | [Size] | [Format] | [Space] |
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| VFX | [Size] | [Format] | [Space] |
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### Animation Standards
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[Frame rates, blend times, animation graph structure]
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## Accessibility
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- Colorblind-safe UI elements required
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- Minimum text size: [X]px at 1080p
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- High contrast mode specifications
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- Icon + color (never color alone) for game state
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