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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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name: team-polish
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description: "Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality."
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argument-hint: "[feature or area to polish]"
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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 polish team through a structured pipeline.
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## Team Composition
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- **performance-analyst** — Profiling, optimization, memory analysis, frame budget
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- **technical-artist** — VFX polish, shader optimization, visual quality
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- **sound-designer** — Audio polish, mixing, ambient layers, feedback sounds
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- **qa-tester** — Edge case testing, regression testing, soak testing
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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: performance-analyst` — Profiling, optimization, memory analysis
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- `subagent_type: technical-artist` — VFX polish, shader optimization, visual quality
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- `subagent_type: sound-designer` — Audio polish, mixing, ambient layers
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- `subagent_type: qa-tester` — Edge case testing, regression testing, soak testing
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Always provide full context in each agent's prompt (target feature/area, performance budgets, known issues). Launch independent agents in parallel where the pipeline allows it (e.g., Phases 3 and 4 can run simultaneously).
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## Pipeline
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### Phase 1: Assessment
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Delegate to **performance-analyst**:
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- Profile the target feature/area using `/perf-profile`
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- Identify performance bottlenecks and frame budget violations
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- Measure memory usage and check for leaks
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- Benchmark against target hardware specs
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- Output: performance report with prioritized optimization list
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### Phase 2: Optimization
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Delegate to **performance-analyst** (with relevant programmers as needed):
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- Fix performance hotspots identified in Phase 1
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- Optimize draw calls, reduce overdraw
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- Fix memory leaks and reduce allocation pressure
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- Verify optimizations don't change gameplay behavior
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- Output: optimized code with before/after metrics
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### Phase 3: Visual Polish (parallel with Phase 2)
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Delegate to **technical-artist**:
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- Review VFX for quality and consistency with art bible
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- Optimize particle systems and shader effects
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- Add screen shake, camera effects, and visual juice where appropriate
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- Ensure effects degrade gracefully on lower settings
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- Output: polished visual effects
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### Phase 4: Audio Polish (parallel with Phase 2)
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Delegate to **sound-designer**:
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- Review audio events for completeness (are any actions missing sound feedback?)
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- Check audio mix levels — nothing too loud or too quiet relative to the mix
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- Add ambient audio layers for atmosphere
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- Verify audio plays correctly with spatial positioning
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- Output: audio polish list and mixing notes
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### Phase 5: Hardening
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Delegate to **qa-tester**:
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- Test all edge cases: boundary conditions, rapid inputs, unusual sequences
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- Soak test: run the feature for extended periods checking for degradation
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- Stress test: maximum entities, worst-case scenarios
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- Regression test: verify polish changes haven't broken existing functionality
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- Test on minimum spec hardware (if available)
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- Output: test results with any remaining issues
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### Phase 6: Sign-off
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- Collect results from all team members
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- Compare performance metrics against budgets
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- Report: READY FOR RELEASE / NEEDS MORE WORK
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- List any remaining issues with severity and recommendations
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## Output
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A summary report covering: performance before/after metrics, visual polish changes, audio polish changes, test results, and release readiness assessment.
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