Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

Claude Code Game Studios

Turn a single Claude Code session into a full game development studio.
49 agents. 73 skills. One coordinated AI team.

MIT License 49 Agents 73 Skills 12 Hooks 11 Rules Built for Claude Code Buy Me a Coffee GitHub Sponsors


Why This Exists

Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"

Claude Code Game Studios solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 49 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.

The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.


Table of Contents


What's Included

Category Count Description
Agents 49 Specialized subagents across design, programming, art, audio, narrative, QA, and production
Skills 73 Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.)
Hooks 12 Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection
Rules 11 Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more
Templates 41 Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more

Studio Hierarchy

Agents are organized into three tiers, matching how real studios operate:

Tier 1 — Directors (Opus)
  creative-director    technical-director    producer

Tier 2 — Department Leads (Sonnet)
  game-designer        lead-programmer       art-director
  audio-director       narrative-director    qa-lead
  release-manager      localization-lead

Tier 3 — Specialists (Sonnet/Haiku)
  gameplay-programmer  engine-programmer     ai-programmer
  network-programmer   tools-programmer      ui-programmer
  systems-designer     level-designer        economy-designer
  technical-artist     sound-designer        writer
  world-builder        ux-designer           prototyper
  performance-analyst  devops-engineer       analytics-engineer
  security-engineer    qa-tester             accessibility-specialist
  live-ops-designer    community-manager

Engine Specialists

The template includes agent sets for all three major engines. Use the set that matches your project:

Engine Lead Agent Sub-Specialists
Godot 4 godot-specialist GDScript, Shaders, GDExtension
Unity unity-specialist DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit
Unreal Engine 5 unreal-specialist GAS, Blueprints, Replication, UMG/CommonUI

Slash Commands

Type / in Claude Code to access all 73 skills:

Onboarding & Navigation /start /help /project-stage-detect /setup-engine /adopt

Game Design /brainstorm /map-systems /design-system /quick-design /review-all-gdds /propagate-design-change

Art & Assets /art-bible /asset-spec /asset-audit

UX & Interface Design /ux-design /ux-review

Architecture /create-architecture /architecture-decision /architecture-review /create-control-manifest

Stories & Sprints /create-epics /create-stories /dev-story /sprint-plan /sprint-status /story-readiness /story-done /estimate

Reviews & Analysis /design-review /code-review /balance-check /content-audit /scope-check /perf-profile /tech-debt /gate-check /consistency-check /security-audit

QA & Testing /qa-plan /smoke-check /soak-test /regression-suite /test-setup /test-helpers /test-evidence-review /test-flakiness /skill-test /skill-improve

Production /milestone-review /retrospective /bug-report /bug-triage /reverse-document /playtest-report

Release /release-checklist /launch-checklist /changelog /patch-notes /hotfix /day-one-patch

Creative & Content /prototype /onboard /localize

Team Orchestration (coordinate multiple agents on a single feature) /team-combat /team-narrative /team-ui /team-release /team-polish /team-audio /team-level /team-live-ops /team-qa

Getting Started

Prerequisites

  • Git
  • Claude Code (npm install -g @anthropic-ai/claude-code)
  • Recommended: jq (for hook validation) and Python 3 (for JSON validation)

All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.

Setup

  1. Clone or use as template:

    git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
    cd my-game
    
  2. Open Claude Code and start a session:

    claude
    
  3. Run /start — the system asks where you are (no idea, vague concept, clear design, existing work) and guides you to the right workflow. No assumptions.

    Or jump directly to a specific skill if you already know what you need:

    • /brainstorm — explore game ideas from scratch
    • /setup-engine godot 4.6 — configure your engine if you already know
    • /project-stage-detect — analyze an existing project

Upgrading

Already using an older version of this template? See UPGRADING.md for step-by-step migration instructions, a breakdown of what changed between versions, and which files are safe to overwrite vs. which need a manual merge.

Project Structure

CLAUDE.md                           # Master configuration
.claude/
  settings.json                     # Hooks, permissions, safety rules
  agents/                           # 49 agent definitions (markdown + YAML frontmatter)
  skills/                           # 73 slash commands (subdirectory per skill)
  hooks/                            # 12 hook scripts (bash, cross-platform)
  rules/                            # 11 path-scoped coding standards
  statusline.sh                     # Status line script (context%, model, stage, epic breadcrumb)
  docs/
    workflow-catalog.yaml           # 7-phase pipeline definition (read by /help)
    templates/                      # 41 document templates
src/                                # Game source code
assets/                             # Art, audio, VFX, shaders, data files
design/                             # GDDs, narrative docs, level designs
docs/                               # Technical documentation and ADRs
tests/                              # Test suites (unit, integration, performance, playtest)
tools/                              # Build and pipeline tools
prototypes/                         # Throwaway prototypes (isolated from src/)
production/                         # Sprint plans, milestones, release tracking

How It Works

Agent Coordination

Agents follow a structured delegation model:

  1. Vertical delegation — directors delegate to leads, leads delegate to specialists
  2. Horizontal consultation — same-tier agents can consult each other but can't make binding cross-domain decisions
  3. Conflict resolution — disagreements escalate up to the shared parent (creative-director for design, technical-director for technical)
  4. Change propagation — cross-department changes are coordinated by producer
  5. Domain boundaries — agents don't modify files outside their domain without explicit delegation

Collaborative, Not Autonomous

This is not an auto-pilot system. Every agent follows a strict collaboration protocol:

  1. Ask — agents ask questions before proposing solutions
  2. Present options — agents show 2-4 options with pros/cons
  3. You decide — the user always makes the call
  4. Draft — agents show work before finalizing
  5. Approve — nothing gets written without your sign-off

You stay in control. The agents provide structure and expertise, not autonomy.

Automated Safety

Hooks run automatically on every session:

Hook Trigger What It Does
validate-commit.sh PreToolUse (Bash) Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not git commit
validate-push.sh PreToolUse (Bash) Warns on pushes to protected branches — exits early if the command is not git push
validate-assets.sh PostToolUse (Write/Edit) Validates naming conventions and JSON structure — exits early if the file is not in assets/
session-start.sh Session open Shows current branch and recent commits for orientation
detect-gaps.sh Session open Detects fresh projects (suggests /start) and missing design docs when code or prototypes exist
pre-compact.sh Before compaction Preserves session progress notes
post-compact.sh After compaction Reminds Claude to restore session state from active.md
notify.sh Notification event Shows Windows toast notification via PowerShell
session-stop.sh Session close Archives active.md to session log and records git activity
log-agent.sh Agent spawned Audit trail start — logs subagent invocation
log-agent-stop.sh Agent stops Audit trail stop — completes subagent record
validate-skill-change.sh PostToolUse (Write/Edit) Advises running /skill-test after any .claude/skills/ change

Note

: validate-commit.sh, validate-assets.sh, and validate-skill-change.sh fire on every Bash/Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.

Permission rules in settings.json auto-allow safe operations (git status, test runs) and block dangerous ones (force push, rm -rf, reading .env files).

Path-Scoped Rules

Coding standards are automatically enforced based on file location:

Path Enforces
src/gameplay/** Data-driven values, delta time usage, no UI references
src/core/** Zero allocations in hot paths, thread safety, API stability
src/ai/** Performance budgets, debuggability, data-driven parameters
src/networking/** Server-authoritative, versioned messages, security
src/ui/** No game state ownership, localization-ready, accessibility
design/gdd/** Required 8 sections, formula format, edge cases
tests/** Test naming, coverage requirements, fixture patterns
prototypes/** Relaxed standards, README required, hypothesis documented

Design Philosophy

This template is grounded in professional game development practices:

  • MDA Framework — Mechanics, Dynamics, Aesthetics analysis for game design
  • Self-Determination Theory — Autonomy, Competence, Relatedness for player motivation
  • Flow State Design — Challenge-skill balance for player engagement
  • Bartle Player Types — Audience targeting and validation
  • Verification-Driven Development — Tests first, then implementation

Customization

This is a template, not a locked framework. Everything is meant to be customized:

  • Add/remove agents — delete agent files you don't need, add new ones for your domains
  • Edit agent prompts — tune agent behavior, add project-specific knowledge
  • Modify skills — adjust workflows to match your team's process
  • Add rules — create new path-scoped rules for your project's directory structure
  • Tune hooks — adjust validation strictness, add new checks
  • Pick your engine — use the Godot, Unity, or Unreal agent set (or none)
  • Set review intensityfull (all director gates), lean (phase gates only), or solo (none). Set during /start or edit production/review-mode.txt. Override per-run with --review solo on any skill.

Platform Support

Primary development and testing on Windows 10 with Git Bash. All hooks use POSIX-compatible patterns (grep -E, not grep -P) and include fallbacks for missing tools, so they should run on macOS and Linux. The notify.sh hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Cross-platform testing is ongoing; please file issues for any platform-specific breakage.

Community


Supporting This Project

Claude Code Game Studios is free and open source. If it saves you time or helps you ship your game, consider supporting continued development:

Buy Me a Coffee   GitHub Sponsors

Sponsorships help fund time spent maintaining skills, adding new agents, keeping up with Claude Code and engine API changes, and responding to community issues.


Built for Claude Code. Maintained and extended — contributions welcome via GitHub Discussions.

License

MIT License. See LICENSE for details.

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