# Game Studio Agent Architecture -- Quick Start Guide ## What Is This? This is a complete Claude Code agent architecture for game development. It organizes 48 specialized AI agents into a studio hierarchy that mirrors real game development teams, with defined responsibilities, delegation rules, and coordination protocols. It includes engine-specialist agents for Godot, Unity, and Unreal — each with dedicated sub-specialists for major engine subsystems. All design agents and templates are grounded in established game design theory (MDA Framework, Self-Determination Theory, Flow State, Bartle Player Types). Use whichever engine set matches your project. ## How to Use ### 1. Understand the Hierarchy There are three tiers of agents: - **Tier 1 (Opus)**: Directors who make high-level decisions - `creative-director` -- vision and creative conflict resolution - `technical-director` -- architecture and technology decisions - `producer` -- scheduling, coordination, and risk management - **Tier 2 (Sonnet)**: Department leads who own their domain - `game-designer`, `lead-programmer`, `art-director`, `audio-director`, `narrative-director`, `qa-lead`, `release-manager`, `localization-lead` - **Tier 3 (Sonnet/Haiku)**: Specialists who execute within their domain - Designers, programmers, artists, writers, testers, engineers ### 2. Pick the Right Agent for the Job Ask yourself: "What department would handle this in a real studio?" | I need to... | Use this agent | |-------------|---------------| | Design a new mechanic | `game-designer` | | Write combat code | `gameplay-programmer` | | Create a shader | `technical-artist` | | Write dialogue | `writer` | | Plan the next sprint | `producer` | | Review code quality | `lead-programmer` | | Write test cases | `qa-tester` | | Design a level | `level-designer` | | Fix a performance problem | `performance-analyst` | | Set up CI/CD | `devops-engineer` | | Design a loot table | `economy-designer` | | Resolve a creative conflict | `creative-director` | | Make an architecture decision | `technical-director` | | Manage a release | `release-manager` | | Prepare strings for translation | `localization-lead` | | Test a mechanic idea quickly | `prototyper` | | Review code for security issues | `security-engineer` | | Check accessibility compliance | `accessibility-specialist` | | Get Unreal Engine advice | `unreal-specialist` | | Get Unity advice | `unity-specialist` | | Get Godot advice | `godot-specialist` | | Design GAS abilities/effects | `ue-gas-specialist` | | Define BP/C++ boundaries | `ue-blueprint-specialist` | | Implement UE replication | `ue-replication-specialist` | | Build UMG/CommonUI widgets | `ue-umg-specialist` | | Design DOTS/ECS architecture | `unity-dots-specialist` | | Write Unity shaders/VFX | `unity-shader-specialist` | | Manage Addressable assets | `unity-addressables-specialist` | | Build UI Toolkit/UGUI screens | `unity-ui-specialist` | | Write idiomatic GDScript | `godot-gdscript-specialist` | | Create Godot shaders | `godot-shader-specialist` | | Build GDExtension modules | `godot-gdextension-specialist` | | Plan live events and seasons | `live-ops-designer` | | Write patch notes for players | `community-manager` | | Brainstorm a new game idea | Use `/brainstorm` skill | ### 3. Use Slash Commands for Common Tasks | Command | What it does | |---------|-------------| | `/design-review` | Reviews a design document | | `/code-review` | Reviews code for quality and architecture | | `/playtest-report` | Creates or analyzes playtest feedback | | `/balance-check` | Analyzes game balance data | | `/sprint-plan` | Creates or updates sprint plans | | `/architecture-decision` | Creates an ADR | | `/asset-audit` | Audits assets for compliance | | `/milestone-review` | Reviews milestone progress | | `/onboard` | Generates onboarding docs for a role | | `/prototype` | Scaffolds a throwaway prototype | | `/release-checklist` | Validates pre-release checklist | | `/changelog` | Generates changelog from git history | | `/retrospective` | Runs sprint/milestone retrospective | | `/estimate` | Produces structured effort estimates | | `/hotfix` | Emergency fix with audit trail | | `/tech-debt` | Scan, track, and prioritize tech debt | | `/scope-check` | Detect scope creep against plan | | `/localize` | Localization scan, extract, validate | | `/perf-profile` | Performance profiling and bottleneck ID | | `/gate-check` | Validate phase readiness (PASS/CONCERNS/FAIL) | | `/project-stage-detect` | Analyze project state, detect stage, identify gaps | | `/reverse-document` | Generate design/architecture docs from existing code | | `/setup-engine` | Configure engine + version, populate reference docs | | `/team-combat` | Orchestrate full combat team pipeline | | `/team-narrative` | Orchestrate full narrative team pipeline | | `/team-ui` | Orchestrate full UI team pipeline | | `/team-release` | Orchestrate full release team pipeline | | `/team-polish` | Orchestrate full polish team pipeline | | `/team-audio` | Orchestrate full audio team pipeline | | `/team-level` | Orchestrate full level creation pipeline | | `/launch-checklist` | Complete launch readiness validation | | `/patch-notes` | Generate player-facing patch notes | | `/brainstorm` | Guided game concept ideation from scratch | ### 4. Use Templates for New Documents Templates are in `.claude/docs/templates/`: - `game-design-document.md` -- for new mechanics and systems - `architecture-decision-record.md` -- for technical decisions - `risk-register-entry.md` -- for new risks - `narrative-character-sheet.md` -- for new characters - `test-plan.md` -- for feature test plans - `sprint-plan.md` -- for sprint planning - `milestone-definition.md` -- for new milestones - `level-design-document.md` -- for new levels - `game-pillars.md` -- for core design pillars - `art-bible.md` -- for visual style reference - `technical-design-document.md` -- for per-system technical designs - `post-mortem.md` -- for project/milestone retrospectives - `sound-bible.md` -- for audio style reference - `release-checklist-template.md` -- for platform release checklists - `changelog-template.md` -- for player-facing patch notes - `release-notes.md` -- for player-facing release notes - `incident-response.md` -- for live incident response playbooks - `game-concept.md` -- for initial game concepts (MDA, SDT, Flow, Bartle) - `pitch-document.md` -- for pitching the game to stakeholders - `economy-model.md` -- for virtual economy design (sink/faucet model) - `faction-design.md` -- for faction identity, lore, and gameplay role ### 5. Follow the Coordination Rules 1. Work flows down the hierarchy: Directors -> Leads -> Specialists 2. Conflicts escalate up the hierarchy 3. Cross-department work is coordinated by the `producer` 4. Agents do not modify files outside their domain without delegation 5. All decisions are documented ## First Steps for a New Project ### Path A: "I have no idea what to build" Start from zero — the system will guide you through the entire process: 1. **Discover your game** — Run `/brainstorm` (or `/brainstorm open`) - Guided creative exploration: what excites you, what you've played, your constraints - Generates 3 concepts, helps you pick one, defines core loop and pillars - Produces a game concept document and recommends an engine 2. **Set up the engine** — Run `/setup-engine` (uses the brainstorm recommendation) - Configures CLAUDE.md, detects knowledge gaps, populates reference docs - Creates `.claude/docs/technical-preferences.md` with naming conventions, performance budgets, and engine-specific defaults - If the engine version is newer than the LLM's training data, it fetches current docs from the web so agents suggest correct APIs 3. **Validate the concept** — Run `/design-review design/gdd/game-concept.md` 4. **Test the core loop** — Run `/prototype [core-mechanic]` 5. **Playtest it** — Run `/playtest-report` to validate the hypothesis 6. **Plan the first sprint** — Run `/sprint-plan new` 7. Start building ### Path B: "I know what I want to build" If you already have a game concept and engine choice: 1. **Set up the engine** — Run `/setup-engine [engine] [version]` (e.g., `/setup-engine godot 4.6`) — also creates technical preferences 2. **Write the Game Pillars** — delegate to `creative-director` 3. **Create the initial ADR** — Run `/architecture-decision` 4. **Create the first milestone** in `production/milestones/` 5. **Plan the first sprint** — Run `/sprint-plan new` 6. Start building ### Path C: "I know the game but not the engine" If you have a concept but don't know which engine fits: 1. **Run `/setup-engine`** with no arguments — it will ask about your game's needs (2D/3D, platforms, team size, language preferences) and recommend an engine based on your answers 2. Follow Path B from step 2 onward ## File Structure Reference ``` CLAUDE.md -- Master config (read this first, ~60 lines) .claude/ settings.json -- Claude Code hooks and project settings agents/ -- 48 agent definitions (YAML frontmatter) skills/ -- 34 slash command definitions (YAML frontmatter) hooks/ -- 8 hook scripts (.sh) wired by settings.json rules/ -- 11 path-specific rule files docs/ quick-start.md -- This file technical-preferences.md -- Project-specific standards (populated by /setup-engine) coding-standards.md -- Coding and design doc standards coordination-rules.md -- Agent coordination rules context-management.md -- Context budgets and compaction instructions review-workflow.md -- Review and sign-off process directory-structure.md -- Project directory layout agent-roster.md -- Full agent list with tiers skills-reference.md -- All slash commands rules-reference.md -- Path-specific rules hooks-reference.md -- Active hooks agent-coordination-map.md -- Full delegation and workflow map setup-requirements.md -- System prerequisites (Git Bash, jq, Python) settings-local-template.md -- Personal settings.local.json guide hooks-reference/ -- Hook documentation and git hook examples templates/ -- 28 document templates ```