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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-combat
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description: "Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end."
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argument-hint: "[combat feature description]"
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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, orchestrate the combat team through a structured pipeline.
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## Team Composition
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- **game-designer** — Design the mechanic, define formulas and edge cases
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- **gameplay-programmer** — Implement the core gameplay code
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- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
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- **technical-artist** — Create VFX, shader effects, and visual feedback
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- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
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- **qa-tester** — Write test cases and validate the implementation
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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: game-designer` — Design the mechanic, define formulas and edge cases
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- `subagent_type: gameplay-programmer` — Implement the core gameplay code
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- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
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- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
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- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
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- `subagent_type: qa-tester` — Write test cases and validate implementation
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Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
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## Pipeline
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### Phase 1: Design
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Delegate to **game-designer**:
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- Create or update the design document in `design/gdd/` covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
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- Output: completed design document
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### Phase 2: Architecture
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Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
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- Review the design document
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- Design the code architecture: class structure, interfaces, data flow
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- Identify integration points with existing systems
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- Output: architecture sketch with file list and interface definitions
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### Phase 3: Implementation (parallel where possible)
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Delegate in parallel:
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- **gameplay-programmer**: Implement core combat mechanic code
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- **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)
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- **technical-artist**: Create VFX and shader effects
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- **sound-designer**: Define audio event list and mixing notes
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### Phase 4: Integration
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- Wire together gameplay code, AI, VFX, and audio
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- Ensure all tuning knobs are exposed and data-driven
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- Verify the feature works with existing combat systems
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### Phase 5: Validation
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Delegate to **qa-tester**:
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- Write test cases from the acceptance criteria
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- Test all edge cases documented in the design
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- Verify performance impact is within budget
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- File bug reports for any issues found
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### Phase 6: Sign-off
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- Collect results from all team members
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- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
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- List any outstanding issues and their assigned owners
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## Output
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A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
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