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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---
name: team-audio
description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
argument-hint: "[feature or area to design audio for]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task
---
When this skill is invoked:
1. **Read the argument** for the target feature or area (e.g., `combat`,
`main menu`, `forest biome`, `boss encounter`).
2. **Gather context**:
- Read relevant design docs in `design/gdd/` for the feature
- Read the sound bible at `design/gdd/sound-bible.md` if it exists
- Read existing audio asset lists in `assets/audio/`
- Read any existing sound design docs for this area
## How to Delegate
Use the Task tool to spawn each team member as a subagent:
- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
3. **Orchestrate the audio team** in sequence:
### Step 1: Audio Direction (audio-director)
Spawn the `audio-director` agent to:
- Define the sonic identity for this feature/area
- Specify the emotional tone and audio palette
- Set music direction (adaptive layers, stems, transitions)
- Define audio priorities and mix targets
- Establish any adaptive audio rules (combat intensity, exploration, tension)
### Step 2: Sound Design (sound-designer)
Spawn the `sound-designer` agent to:
- Create detailed SFX specifications for every audio event
- Define sound categories (ambient, UI, gameplay, music, dialogue)
- Specify per-sound parameters (volume range, pitch variation, attenuation)
- Plan audio event list with trigger conditions
- Define mixing groups and ducking rules
### Step 3: Technical Implementation (technical-artist)
Spawn the `technical-artist` agent to:
- Design the audio middleware integration (Wwise/FMOD/native)
- Define audio bus structure and routing
- Specify memory budgets for audio assets per platform
- Plan streaming vs preloaded asset strategy
- Design any audio-reactive visual effects
### Step 4: Code Integration (gameplay-programmer)
Spawn the `gameplay-programmer` agent to:
- Implement audio manager system or review existing
- Wire up audio events to gameplay triggers
- Implement adaptive music system (if specified)
- Set up audio occlusion/reverb zones
- Write unit tests for audio event triggers
4. **Compile the audio design document** combining all team outputs.
5. **Save to** `design/gdd/audio-[feature].md`.
6. **Output a summary** with: audio event count, estimated asset count,
implementation tasks, and any open questions between team members.