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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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# Network Code Rules
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- Server is AUTHORITATIVE for all gameplay-critical state — never trust the client
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- All network messages must be versioned for forward/backward compatibility
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- Client predicts locally, reconciles with server — implement rollback for mispredictions
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- Handle disconnection, reconnection, and host migration gracefully
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- Rate-limit all network logging to prevent log flooding
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- All networked values must specify replication strategy: reliable/unreliable, frequency, interpolation
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- Bandwidth budget: define and track per-message-type bandwidth usage
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- Security: validate all incoming packet sizes and field ranges
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