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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- "src/ai/**"
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# AI Code Rules
- AI update budget: 2ms per frame maximum — profile to verify
- All AI parameters must be tunable from data files (behavior tree weights, perception ranges, timers)
- AI must be debuggable: implement visualization hooks for all AI state (paths, perception cones, decision trees)
- AI should telegraph intentions — players need time to read and react
- Prefer utility-based or behavior tree approaches over hard-coded if/else chains
- Group AI must support formation, flanking, and role assignment from data
- All AI state machines must log transitions for debugging
- Never trust AI input from the network without validation