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Donchitos ad540fe75d 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>
2026-02-13 21:04:24 +11:00

2.2 KiB

Art Bible: [Game Title]

Document Status

  • Version: 1.0
  • Last Updated: [Date]
  • Owned By: art-director
  • Status: [Draft / Under Review / Approved]

Visual Identity Summary

[2-3 sentences describing the overall visual identity]

Reference Board

[List reference games, films, art, and what specific visual quality each represents]

Reference Medium What We're Taking
[Name] [Game/Film/Art] [Specific quality]

Color Palette

Primary Palette

Name Hex Usage
[Color Name] #XXXXXX [Where and when to use]

Emotional Color Mapping

Game State Dominant Colors Mood
Exploration [Colors] [Feeling]
Combat [Colors] [Feeling]
Safe zones [Colors] [Feeling]
Danger [Colors] [Feeling]

Art Style

Rendering Style

[Realistic / Stylized / Pixel / Cel-shaded / etc.]

Proportions

[Character proportions, environment scale, UI scale relationships]

Level of Detail

[How detailed are characters, environments, UI elements?]

Visual Hierarchy

[How do we guide the player's eye? What's always most prominent?]

Character Art Standards

[Silhouette requirements, color coding, animation style, proportions]

Environment Art Standards

[Tilesets, modularity, lighting, atmospheric effects, scale]

UI Art Standards

[Button styles, typography, icon style, menu layout principles, HUD density]

VFX Standards

[Particle style, screen effects, impact feedback, color coding]

Asset Production Standards

Naming Convention

[category]_[name]_[variant]_[size].[ext]

Texture Standards

Category Max Resolution Format Color Space
Characters [Size] [Format] [Space]
Environments [Size] [Format] [Space]
UI [Size] [Format] [Space]
VFX [Size] [Format] [Space]

Animation Standards

[Frame rates, blend times, animation graph structure]

Accessibility

  • Colorblind-safe UI elements required
  • Minimum text size: [X]px at 1080p
  • High contrast mode specifications
  • Icon + color (never color alone) for game state