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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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# Claude Code Game Studios
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A production-ready [Claude Code](https://docs.anthropic.com/en/docs/claude-code) project template that turns a single AI session into a full game development studio. 48 specialized agents, 34 workflow skills, and a complete coordination system — all wired into Claude Code's native agent architecture.
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Clone the repo, open Claude Code, and start building your game with a team of AI specialists that mirrors a real studio hierarchy: directors, department leads, and domain experts working together with defined roles, delegation rules, and quality gates.
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## What's Included
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| Category | Count | Description |
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|----------|-------|-------------|
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| **Agents** | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
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| **Skills** | 34 | Slash commands for common workflows (`/sprint-plan`, `/code-review`, `/brainstorm`, etc.) |
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| **Hooks** | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
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| **Rules** | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
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| **Templates** | 28 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
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## Studio Hierarchy
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Agents are organized into three tiers, matching how real studios operate:
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```
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Tier 1 — Directors (Opus)
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creative-director technical-director producer
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Tier 2 — Department Leads (Sonnet)
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game-designer lead-programmer art-director
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audio-director narrative-director qa-lead
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release-manager localization-lead
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Tier 3 — Specialists (Sonnet/Haiku)
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gameplay-programmer engine-programmer ai-programmer
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network-programmer tools-programmer ui-programmer
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systems-designer level-designer economy-designer
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technical-artist sound-designer writer
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world-builder ux-designer prototyper
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performance-analyst devops-engineer analytics-engineer
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security-engineer qa-tester accessibility-specialist
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live-ops-designer community-manager
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```
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### Engine Specialists
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The template includes agent sets for all three major engines. Use the set that matches your project:
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| Engine | Lead Agent | Sub-Specialists |
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|--------|-----------|-----------------|
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| **Godot 4** | `godot-specialist` | GDScript, Shaders, GDExtension |
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| **Unity** | `unity-specialist` | DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit |
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| **Unreal Engine 5** | `unreal-specialist` | GAS, Blueprints, Replication, UMG/CommonUI |
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## Slash Commands
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Type `/` in Claude Code to access all 34 skills:
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**Reviews & Analysis**
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`/design-review` `/code-review` `/balance-check` `/asset-audit` `/scope-check` `/perf-profile` `/tech-debt`
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**Production**
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`/sprint-plan` `/milestone-review` `/estimate` `/retrospective` `/bug-report`
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**Project Management**
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`/project-stage-detect` `/reverse-document` `/gate-check`
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**Release**
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`/release-checklist` `/launch-checklist` `/changelog` `/patch-notes` `/hotfix`
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**Creative**
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`/brainstorm` `/playtest-report` `/prototype` `/onboard` `/localize`
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**Team Orchestration** (coordinate multiple agents on a single feature)
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`/team-combat` `/team-narrative` `/team-ui` `/team-release` `/team-polish` `/team-audio` `/team-level`
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## Getting Started
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### Prerequisites
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- [Git](https://git-scm.com/)
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- [Claude Code](https://docs.anthropic.com/en/docs/claude-code) (`npm install -g @anthropic-ai/claude-code`)
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- **Recommended**: [jq](https://jqlang.github.io/jq/) (for hook validation) and Python 3 (for JSON validation)
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All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.
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### Setup
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1. **Clone or use as template**:
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```bash
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git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
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cd my-game
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```
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2. **Configure your engine** — run `/setup-engine` in Claude Code (or manually edit `CLAUDE.md`):
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```bash
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/setup-engine godot 4.6
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```
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This pins the engine, populates reference docs, and creates your technical preferences file.
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3. **Open Claude Code** and start working:
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```bash
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claude
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```
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4. **Try a slash command** to see the system in action:
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```
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/brainstorm roguelike
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```
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### First Steps for a New Game
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1. Run `/setup-engine` to configure your engine and technical preferences
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2. Run `/brainstorm` to develop your game concept
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3. Create game pillars with the `creative-director` agent
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4. Record your architecture decisions with `/architecture-decision`
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5. Plan your first sprint with `/sprint-plan new`
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6. Prototype the core loop with `/prototype`
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7. Start building
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## Project Structure
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```
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CLAUDE.md # Master configuration
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.claude/
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settings.json # Hooks, permissions, safety rules
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agents/ # 48 agent definitions (markdown + YAML frontmatter)
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skills/ # 34 slash commands (subdirectory per skill)
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hooks/ # 8 hook scripts (bash, cross-platform)
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rules/ # 11 path-scoped coding standards
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docs/
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quick-start.md # Detailed usage guide
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agent-roster.md # Full agent table with domains
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agent-coordination-map.md # Delegation and escalation paths
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setup-requirements.md # Prerequisites and platform notes
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templates/ # 28 document templates
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src/ # Game source code
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assets/ # Art, audio, VFX, shaders, data files
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design/ # GDDs, narrative docs, level designs
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docs/ # Technical documentation and ADRs
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tests/ # Test suites
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tools/ # Build and pipeline tools
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prototypes/ # Throwaway prototypes (isolated from src/)
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production/ # Sprint plans, milestones, release tracking
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```
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## How It Works
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### Agent Coordination
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Agents follow a structured delegation model:
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1. **Vertical delegation** — directors delegate to leads, leads delegate to specialists
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2. **Horizontal consultation** — same-tier agents can consult each other but can't make binding cross-domain decisions
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3. **Conflict resolution** — disagreements escalate up to the shared parent (`creative-director` for design, `technical-director` for technical)
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4. **Change propagation** — cross-department changes are coordinated by `producer`
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5. **Domain boundaries** — agents don't modify files outside their domain without explicit delegation
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### Automated Safety
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**Hooks** run automatically on every session:
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| Hook | Trigger | What It Does |
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|------|---------|--------------|
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| `validate-commit.sh` | `git commit` | Checks for hardcoded values, TODO format, JSON validity, design doc sections |
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| `validate-push.sh` | `git push` | Warns on pushes to protected branches |
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| `validate-assets.sh` | File writes in `assets/` | Validates naming conventions and JSON structure |
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| `session-start.sh` | Session open | Loads sprint context and recent git activity |
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| `detect-gaps.sh` | Session open | Detects missing documentation when code/prototypes exist, suggests `/reverse-document` or `/project-stage-detect` |
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| `pre-compact.sh` | Context compression | Preserves session progress notes |
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| `session-stop.sh` | Session close | Logs accomplishments |
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| `log-agent.sh` | Agent spawned | Audit trail of all subagent invocations |
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**Permission rules** in `settings.json` auto-allow safe operations (git status, test runs) and block dangerous ones (force push, `rm -rf`, reading `.env` files).
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### Path-Scoped Rules
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Coding standards are automatically enforced based on file location:
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| Path | Enforces |
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|------|----------|
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| `src/gameplay/**` | Data-driven values, delta time usage, no UI references |
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| `src/core/**` | Zero allocations in hot paths, thread safety, API stability |
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| `src/ai/**` | Performance budgets, debuggability, data-driven parameters |
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| `src/networking/**` | Server-authoritative, versioned messages, security |
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| `src/ui/**` | No game state ownership, localization-ready, accessibility |
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| `design/gdd/**` | Required 8 sections, formula format, edge cases |
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| `tests/**` | Test naming, coverage requirements, fixture patterns |
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| `prototypes/**` | Relaxed standards, README required, hypothesis documented |
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## Design Philosophy
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This template is grounded in professional game development practices:
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- **MDA Framework** — Mechanics, Dynamics, Aesthetics analysis for game design
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- **Self-Determination Theory** — Autonomy, Competence, Relatedness for player motivation
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- **Flow State Design** — Challenge-skill balance for player engagement
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- **Bartle Player Types** — Audience targeting and validation
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- **Verification-Driven Development** — Tests first, then implementation
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## Customization
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This is a **template**, not a locked framework. Everything is meant to be customized:
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- **Add/remove agents** — delete agent files you don't need, add new ones for your domains
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- **Edit agent prompts** — tune agent behavior, add project-specific knowledge
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- **Modify skills** — adjust workflows to match your team's process
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- **Add rules** — create new path-scoped rules for your project's directory structure
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- **Tune hooks** — adjust validation strictness, add new checks
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- **Pick your engine** — use the Godot, Unity, or Unreal agent set (or none)
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## Platform Support
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Tested on **Windows 10** with Git Bash. All hooks use POSIX-compatible patterns (`grep -E`, not `grep -P`) and include fallbacks for missing tools. Works on macOS and Linux without modification.
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## License
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MIT License. See [LICENSE](LICENSE) for details.
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