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>
This commit is contained in:
Donchitos
2026-02-13 21:04:24 +11:00
commit ad540fe75d
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#!/bin/bash
# Claude Code PreCompact hook: Save session state before context compression
# Ensures progress notes survive context window compression
TIMESTAMP=$(date +%Y%m%d_%H%M%S)
SESSION_LOG_DIR="production/session-logs"
# Create session log directory if it doesn't exist
mkdir -p "$SESSION_LOG_DIR" 2>/dev/null
# Save a marker file noting that compaction occurred
echo "Context compaction occurred at $(date). Session state may have been compressed." \
>> "$SESSION_LOG_DIR/compaction-log.txt" 2>/dev/null
exit 0