Files
Claude-Code-Game-Studios/.claude/docs/templates/narrative-character-sheet.md
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

3.1 KiB

Character: [Name]

Quick Reference

  • Full Name: [Name]
  • Role in Story: [Protagonist / Antagonist / Ally / Mentor / etc.]
  • Role in Gameplay: [Playable / NPC / Boss / Merchant / Quest Giver / etc.]
  • First Appearance: [Level/Area/Quest]
  • Status: [Canon Level: Established / Provisional / Under Review]

Concept

[One paragraph describing who this character is, what they want, and why the player should care about them.]

Appearance

[Physical description sufficient for the art team to create concept art. Reference the art bible for style constraints.]

  • Build: [Body type, height relative to player]
  • Distinguishing Features: [What makes them visually recognizable at a distance]
  • Color Palette: [Key colors associated with this character]
  • Costume/Armor: [What they wear and why it makes sense for them]

Personality

Core Traits

  • [Trait 1 -- e.g., Loyal to a fault]
  • [Trait 2 -- e.g., Distrusts authority]
  • [Trait 3 -- e.g., Dark sense of humor]

Voice Profile

  • Speech Pattern: [Formal/casual, verbose/terse, accent/dialect notes]
  • Vocabulary Level: [Simple/educated/archaic/technical]
  • Verbal Tics: [Any recurring phrases or speech habits]
  • Tone Reference: [Reference character from another work, if helpful]

Emotional Range

Emotion Trigger Expression Example Line

Motivation and Arc

Primary Motivation

[What does this character want more than anything? This drives every scene.]

Character Arc

Phase State Turning Point
Introduction [Who they are when the player meets them] [What event starts their arc]
Development [How they change through the middle] [Key moment of growth/change]
Resolution [Who they become by the end] [Final transformative event]

Internal Conflict

[What contradictory desires or beliefs create internal tension?]

Relationships

Character Relationship Dynamic Player Can Affect?

Gameplay Function

What This Character Provides to the Player

  • [Services: shop, training, quests, etc.]
  • [Information: lore, hints, quest objectives]
  • [Mechanical interactions: buffs, unlocks, gates]

Encounter Design Notes

[If this character is fought as an enemy or boss, include combat design notes or reference the relevant combat design document.]

Dialogue Notes

Topics This Character Can Discuss

  • [Topic 1 -- what they know and their perspective]
  • [Topic 2]

Topics This Character Avoids or Lies About

  • [Topic -- and why]

Dialogue State Dependencies

[What game states affect this character's dialogue?]

Game State Dialogue Change

Lore Connections

  • [Connection to world history]
  • [Connection to factions]
  • [Connection to locations]

Cross-References

  • Design Doc: [Link to relevant gameplay design]
  • Quest Doc: [Link to quests involving this character]
  • Art Reference: [Link to concept art or art bible section]
  • Audio Reference: [Link to voice/theme direction]