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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# [Mechanic/System Name]
> **Status**: Draft | In Review | Approved | Implemented
> **Author**: [Agent or person]
> **Last Updated**: [Date]
> **Implements Pillar**: [Which game pillar this supports]
## Overview
[One paragraph that explains this mechanic to someone who knows nothing about
the project. What is it, what does the player do, and why does it exist?]
## Player Fantasy
[What should the player FEEL when engaging with this mechanic? What is the
emotional or power fantasy being served? This section guides all detail
decisions below.]
## Detailed Design
### Core Rules
[Precise, unambiguous rules. A programmer should be able to implement this
section without asking questions. Use numbered rules for sequential processes
and bullet points for properties.]
### States and Transitions
[If this system has states (e.g., weapon states, status effects, phases),
document every state and every valid transition between states.]
| State | Entry Condition | Exit Condition | Behavior |
|-------|----------------|----------------|----------|
### Interactions with Other Systems
[How does this system interact with combat? Inventory? Progression? UI?
For each interaction, specify the interface: what data flows in, what flows
out, and who is responsible for what.]
## Formulas
[Every mathematical formula used by this system. For each formula:]
### [Formula Name]
```
result = base_value * (1 + modifier_sum) * scaling_factor
```
| Variable | Type | Range | Source | Description |
|----------|------|-------|--------|-------------|
| base_value | float | 1-100 | data file | The base amount before modifiers |
| modifier_sum | float | -0.9 to 5.0 | calculated | Sum of all active modifiers |
| scaling_factor | float | 0.5-2.0 | data file | Level-based scaling |
**Expected output range**: [min] to [max]
**Edge case**: When modifier_sum < -0.9, clamp to -0.9 to prevent negative results.
## Edge Cases
[Explicitly document what happens in unusual situations. Each edge case
should have a clear resolution.]
| Scenario | Expected Behavior | Rationale |
|----------|------------------|-----------|
| [What if X is zero?] | [This happens] | [Because of this reason] |
| [What if both effects trigger?] | [Priority rule] | [Design reasoning] |
## Dependencies
[List every system this mechanic depends on or that depends on this mechanic.]
| System | Direction | Nature of Dependency |
|--------|-----------|---------------------|
| [Combat] | This depends on Combat | Needs damage calculation results |
| [Inventory] | Inventory depends on this | Provides item effect data |
## Tuning Knobs
[Every value that should be adjustable for balancing. Include the current
value, the safe range, and what happens at the extremes.]
| Parameter | Current Value | Safe Range | Effect of Increase | Effect of Decrease |
|-----------|--------------|------------|-------------------|-------------------|
## Visual/Audio Requirements
[What visual and audio feedback does this mechanic need?]
| Event | Visual Feedback | Audio Feedback | Priority |
|-------|----------------|---------------|----------|
## UI Requirements
[What information needs to be displayed to the player and when?]
| Information | Display Location | Update Frequency | Condition |
|-------------|-----------------|-----------------|-----------|
## Acceptance Criteria
[Testable criteria that confirm this mechanic is working as designed.]
- [ ] [Criterion 1: specific, measurable, testable]
- [ ] [Criterion 2]
- [ ] [Criterion 3]
- [ ] Performance: System update completes within [X]ms
- [ ] No hardcoded values in implementation
## Open Questions
[Anything not yet decided. Each question should have an owner and deadline.]
| Question | Owner | Deadline | Resolution |
|----------|-------|----------|-----------|