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