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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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---
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name: code-review
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description: "Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns."
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argument-hint: "[path-to-file-or-directory]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash
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---
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When this skill is invoked:
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1. **Read the target file(s)** in full.
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2. **Read the CLAUDE.md** for project coding standards.
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3. **Identify the system category** (engine, gameplay, AI, networking, UI, tools)
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and apply category-specific standards.
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4. **Evaluate against coding standards**:
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- [ ] Public methods and classes have doc comments
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- [ ] Cyclomatic complexity under 10 per method
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- [ ] No method exceeds 40 lines (excluding data declarations)
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- [ ] Dependencies are injected (no static singletons for game state)
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- [ ] Configuration values loaded from data files
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- [ ] Systems expose interfaces (not concrete class dependencies)
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5. **Check architectural compliance**:
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- [ ] Correct dependency direction (engine <- gameplay, not reverse)
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- [ ] No circular dependencies between modules
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- [ ] Proper layer separation (UI does not own game state)
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- [ ] Events/signals used for cross-system communication
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- [ ] Consistent with established patterns in the codebase
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6. **Check SOLID compliance**:
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- [ ] Single Responsibility: Each class has one reason to change
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- [ ] Open/Closed: Extendable without modification
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- [ ] Liskov Substitution: Subtypes substitutable for base types
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- [ ] Interface Segregation: No fat interfaces
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- [ ] Dependency Inversion: Depends on abstractions, not concretions
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7. **Check for common game development issues**:
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- [ ] Frame-rate independence (delta time usage)
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- [ ] No allocations in hot paths (update loops)
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- [ ] Proper null/empty state handling
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- [ ] Thread safety where required
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- [ ] Resource cleanup (no leaks)
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8. **Output the review** in this format:
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```
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## Code Review: [File/System Name]
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### Standards Compliance: [X/6 passing]
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[List failures with line references]
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### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
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[List specific architectural concerns]
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### SOLID: [COMPLIANT / ISSUES FOUND]
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[List specific violations]
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### Game-Specific Concerns
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[List game development specific issues]
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### Positive Observations
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[What is done well -- always include this section]
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### Required Changes
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[Must-fix items before approval]
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### Suggestions
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[Nice-to-have improvements]
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### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]
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```
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