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