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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2026-02-13 21:04:24 +11:00
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---
paths:
- "src/ui/**"
---
# UI Code Rules
- UI must NEVER own or directly modify game state — display only, use commands/events to request changes
- All UI text must go through the localization system — no hardcoded user-facing strings
- Support both keyboard/mouse AND gamepad input for all interactive elements
- All animations must be skippable and respect user motion/accessibility preferences
- UI sounds trigger through the audio event system, not directly
- UI must never block the game thread
- Scalable text and colorblind modes are mandatory, not optional
- Test all screens at minimum and maximum supported resolutions