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