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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Donchitos
2026-02-13 21:04:24 +11:00
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---
name: balance-check
description: "Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design."
argument-hint: "[system-name|path-to-data-file]"
user-invocable: true
allowed-tools: Read, Glob, Grep
---
When this skill is invoked:
1. **Identify the balance domain** from the argument.
2. **Read relevant data files** from `assets/data/` and `design/balance/`.
3. **Read the design document** for the system being checked from `design/gdd/`.
4. **Perform analysis**:
For **combat balance**:
- Calculate DPS for all weapons/abilities at each power tier
- Check time-to-kill at each tier
- Identify any options that dominate all others (strictly better)
- Check if defensive options can create unkillable states
- Verify damage type/resistance interactions are balanced
For **economy balance**:
- Map all resource faucets and sinks with flow rates
- Project resource accumulation over time
- Check for infinite resource loops
- Verify gold sinks scale with gold generation
- Check if any items are never worth purchasing
For **progression balance**:
- Plot the XP curve and power curve
- Check for dead zones (no meaningful progression for too long)
- Check for power spikes (sudden jumps in capability)
- Verify content gates align with expected player power
- Check if skip/grind strategies break intended pacing
For **loot balance**:
- Calculate expected time to acquire each rarity tier
- Check pity timer math
- Verify no loot is strictly useless at any stage
- Check inventory pressure vs acquisition rate
5. **Output the analysis**:
```
## Balance Check: [System Name]
### Data Sources Analyzed
- [List of files read]
### Health Summary: [HEALTHY / CONCERNS / CRITICAL ISSUES]
### Outliers Detected
| Item/Value | Expected Range | Actual | Issue |
|-----------|---------------|--------|-------|
### Degenerate Strategies Found
- [Strategy description and why it is problematic]
### Progression Analysis
[Graph description or table showing progression curve health]
### Recommendations
| Priority | Issue | Suggested Fix | Impact |
|----------|-------|--------------|--------|
### Values That Need Attention
[Specific values with suggested adjustments and rationale]
```