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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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.claude/hooks/pre-compact.sh
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.claude/hooks/pre-compact.sh
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#!/bin/bash
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# Claude Code PreCompact hook: Save session state before context compression
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# Ensures progress notes survive context window compression
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TIMESTAMP=$(date +%Y%m%d_%H%M%S)
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SESSION_LOG_DIR="production/session-logs"
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# Create session log directory if it doesn't exist
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mkdir -p "$SESSION_LOG_DIR" 2>/dev/null
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# Save a marker file noting that compaction occurred
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echo "Context compaction occurred at $(date). Session state may have been compressed." \
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>> "$SESSION_LOG_DIR/compaction-log.txt" 2>/dev/null
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exit 0
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