# Game Studio Agent Architecture -- Quick Start Guide ## What Is This? This is a complete Claude Code agent architecture for game development. It organizes 49 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. ## The Default Path: Rigor Minimal `modes.rigor` defaults to `minimal` (`/start` asks; `/settings` changes it any time). At `minimal` the path to code is four steps: 1. `/setup-engine` -- configure the engine 2. `/brainstorm` -- writes the one-page `design/game-brief.md`, in place of the concept doc, systems decomposition and per-system GDDs 3. `/create-stories` -- turns the brief's MVP list into stories under `production/epics//`; the brief's build order is the plan, so there is no `/create-epics` or `/sprint-plan` 4. `/dev-story` then `/story-done`, story by story -- `/story-done` names the next story, and `/help` knows this route Nothing at `minimal` runs `/gate-check`, so `project.stage` stays at Concept. Every skill still runs at any tier. The trade: no GDDs catch design problems before code. Raise rigor with `/settings` when the game outgrows the brief; `standard` and `full` are the longer pipelines under [First Steps for a New Project](#first-steps-for-a-new-project). ## How to Use ### 1. Understand the Hierarchy There are three tiers of agents: - **Tier 1 — Directors** who make high-level decisions (they run on Opus) - `creative-director` -- vision and creative conflict resolution - `technical-director` -- architecture and technology decisions - `producer` -- scheduling, coordination, and risk management - **Tier 2 — Department leads** who own their domain - `game-designer`, `lead-programmer`, `art-director`, `audio-director`, `narrative-director`, `qa-lead`, `release-manager`, `localization-lead` - **Tier 3 — Specialists** who execute within their domain - Designers, programmers, artists, writers, testers, engineers The tiers are seniority of role. Most agents run on your session's model; the agent file's own `model:` line says which do not (`.claude/docs/model-tiers.md`). ### 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` | | Write Godot C# code | `godot-csharp-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 | |---------|-------------| | `/start` | First-time onboarding — asks where you are, guides you to the right workflow | | `/help` | Context-aware "what do I do next?" — reads your current phase and artifacts | | `/project-stage-detect` | Analyze project state, detect stage, identify gaps | | `/setup-engine` | Configure engine + version, populate reference docs | | `/adopt` | Brownfield audit and migration plan for existing projects | | `/brainstorm` | Guided game concept ideation from scratch | | `/map-systems` | Decompose concept into systems, map dependencies, guide per-system GDDs | | `/design-system` | Guided, section-by-section GDD authoring for a single game system | | `/quick-design` | Lightweight spec for small changes — tuning, tweaks, minor additions | | `/review-all-gdds` | Cross-GDD consistency and game design theory review | | `/propagate-design-change` | Find ADRs and stories affected by a GDD change | | `/art-bible` | Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production | | `/asset-spec` | Generate per-asset visual specifications and AI generation prompts from GDDs or character profiles | | `/ux-design` | Author UX specs (screen/flow, HUD, interaction patterns) | | `/ux-review` | Validate UX specs for accessibility and GDD alignment | | `/create-architecture` | Master architecture document for the game | | `/architecture-decision` | Creates an ADR | | `/architecture-review` | Validate all ADRs, dependency ordering, GDD traceability | | `/create-control-manifest` | Flat programmer rules sheet from Accepted ADRs | | `/create-epics` | Translate GDDs + ADRs into epics (one per architectural module) | | `/create-stories` | Break a single epic into implementable story files | | `/dev-story` | Read a story and implement it — routes to the correct programmer agent | | `/sprint-plan` | Creates or updates sprint plans | | `/sprint-status` | Quick 30-line sprint snapshot | | `/story-readiness` | Validate a story is implementation-ready before pickup | | `/story-done` | End-of-story completion review — verifies acceptance criteria | | `/estimate` | Produces structured effort estimates | | `/design-review` | Reviews a design document | | `/code-review` | Reviews code for quality and architecture | | `/balance-check` | Analyzes game balance data | | `/asset-audit` | Audits assets for compliance | | `/content-audit` | GDD-specified content vs. implemented — find gaps | | `/scope-check` | Detect scope creep against plan | | `/perf-profile` | Performance profiling and bottleneck ID | | `/tech-debt` | Scan, track, and prioritize tech debt | | `/gate-check` | Validate phase readiness (PASS/CONCERNS/NOT ASSESSED/FAIL) | | `/consistency-check` | Scan all GDDs for cross-document inconsistencies (conflicting stats, names, rules) | | `/security-audit` | Audit for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure | | `/reverse-document` | Generate design/architecture docs from existing code | | `/milestone-review` | Reviews milestone progress | | `/retrospective` | Runs sprint/milestone retrospective | | `/bug-report` | Structured bug report creation | | `/playtest-report` | Creates or analyzes playtest feedback | | `/onboard` | Generates onboarding docs for a role | | `/release-checklist` | Validates pre-release checklist | | `/launch-checklist` | Complete launch readiness validation | | `/changelog` | Generates changelog from git history | | `/patch-notes` | Generate player-facing patch notes | | `/hotfix` | Emergency fix with audit trail | | `/day-one-patch` | Prepare a focused day-one patch for known issues discovered after gold master | | `/prototype` | Concept prototype — validate core idea before writing GDDs (Phase 1) | | `/vertical-slice` | Production-quality end-to-end build — validate full game loop (Phase 4) | | `/localize` | Localization scan, extract, validate | | `/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 | | `/team-live-ops` | Orchestrate live-ops team for seasons, events, and post-launch content | | `/team-qa` | Orchestrate full QA team cycle — test plan, test cases, smoke check, sign-off | | `/qa-plan` | Generate a QA test plan for a sprint or feature | | `/bug-triage` | Re-prioritize open bugs, assign to sprints, surface systemic trends | | `/smoke-check` | Run critical path smoke test gate before QA hand-off (PASS/FAIL) | | `/soak-test` | Generate a soak test protocol for extended play sessions | | `/regression-suite` | Map coverage to GDD critical paths, flag gaps, maintain regression suite | | `/test-setup` | Scaffold test framework + CI pipeline for the project's engine (run once) | | `/test-helpers` | Generate engine-specific test helper libraries and factory functions | | `/test-flakiness` | Detect flaky tests from CI history, flag for quarantine or fix | | `/test-evidence-review` | Quality review of test files and manual evidence — ADEQUATE/INCOMPLETE/MISSING | | `/skill-test` | Validate skill files for compliance and correctness (static / spec / audit) | | `/skill-improve` | Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify | ### 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 - `architecture-traceability.md` -- maps GDD requirements to ADRs to story IDs (`/architecture-review` writes it to `docs/architecture/requirements-traceability.md`) - `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) - `game-brief.md` -- for the one-page brief that replaces the concept doc at `rigor: minimal` - `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 - `systems-index.md` -- for systems decomposition and dependency mapping - `project-stage-report.md` -- for project stage detection output - `design-doc-from-implementation.md` -- for reverse-documenting existing code into GDDs - `architecture-doc-from-code.md` -- for reverse-documenting code into architecture docs - `concept-doc-from-prototype.md` -- for reverse-documenting prototypes into concept docs - `ux-spec.md` -- for per-screen UX specifications (layout zones, states, events) - `hud-design.md` -- for whole-game HUD philosophy, zones, and element specs - `accessibility-requirements.md` -- for project-wide accessibility tier and feature matrix - `interaction-pattern-library.md` -- for standard UI controls and game-specific patterns - `player-journey.md` -- for 6-phase emotional arc and retention hooks by time scale - `difficulty-curve.md` -- for difficulty axes, onboarding ramp, and cross-system interactions - `test-evidence.md` -- template for recording manual test evidence (screenshots, walkthrough notes) ### 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 **Don't know where to begin?** Run `/start`. It asks where you are and routes you to the right workflow. No assumptions about your game, engine, or experience level. The paths below walk the `standard`/`full` pipeline. At `rigor: minimal` (the default), follow [The Default Path](#the-default-path-rigor-minimal) instead. If you already know what you need, jump directly to the relevant path: ### Path A: "I have no idea what to build" 1. **Run `/start`** (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 - Writes engine, naming conventions, and performance budgets to `project.yaml` (the source of truth), mirrored to `.claude/docs/technical-preferences.md` - 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` (or `design/game-brief.md`, if `/brainstorm` wrote the one-page brief) 4. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies 5. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`) to write GDDs in dependency order 6. **Prototype the mechanic** — Run `/prototype [core-mechanic]` (1–3 days — before writing GDDs) 7. **Design each system** — Run `/design-system [system-name]` to write GDDs, informed by prototype findings 8. **Plan the first sprint** — After architecture and `/vertical-slice`, run `/sprint-plan new` 9. 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. **Decompose into systems** — Run `/map-systems` to enumerate systems and dependencies 4. **Design each system** — Run `/design-system [system-name]` for GDDs in dependency order 5. **Create the initial ADR** — Run `/architecture-decision` 6. **Create the first milestone** in `production/milestones/` 7. **Plan the first sprint** — Run `/sprint-plan new` 8. 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 ### Path D: "I have an existing project" If you have design docs, prototypes, or code already: 1. **Run `/start`** (or `/project-stage-detect`) — analyzes what exists, identifies gaps, and recommends next steps 2. **Run `/adopt`** if you have existing GDDs, ADRs, or stories — audits internal format compliance and builds a numbered migration plan to fill gaps without overwriting your existing work 3. **Configure engine if needed** — Run `/setup-engine` if not yet configured 4. **Validate phase readiness** — Run `/gate-check` to see where you stand 5. **Plan the next sprint** — Run `/sprint-plan new` ## File Structure Reference ``` CLAUDE.md -- Master config (read this first, ~80 lines) project.yaml -- Machine-readable project config (engine, modes, stage) — source of truth .claude/ settings.json -- Claude Code hooks and project settings agents/ -- 49 agent definitions (YAML frontmatter) skills/ -- 74 slash command definitions (YAML frontmatter) hooks/ -- 12 event hooks (.sh, wired by settings.json) + yaml-helper.sh rules/ -- 13 path-specific rule files docs/ quick-start.md -- This file technical-preferences.md -- Legacy fallback for project.yaml config (mirror; see project.yaml at repo root) coding-standards.md -- Coding and design doc standards coordination-rules.md -- Agent coordination rules context-management.md -- Context budgets and compaction instructions directory-structure.md -- Project directory layout workflow-catalog.yaml -- 7-phase pipeline definition (read by /help) setup-requirements.md -- System prerequisites (Git Bash, jq, Python) settings-local-template.md -- Personal settings.local.json guide CLAUDE-local-template.md -- Personal CLAUDE.local.md guide (gitignored overrides) templates/ -- 39 document templates (+ per-section guidance) ```