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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>
2.6 KiB
2.6 KiB
name, description, argument-hint, user-invocable, allowed-tools
| name | description | argument-hint | user-invocable | allowed-tools |
|---|---|---|---|---|
| code-review | Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns. | [path-to-file-or-directory] | true | Read, Glob, Grep, Bash |
When this skill is invoked:
-
Read the target file(s) in full.
-
Read the CLAUDE.md for project coding standards.
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Identify the system category (engine, gameplay, AI, networking, UI, tools) and apply category-specific standards.
-
Evaluate against coding standards:
- Public methods and classes have doc comments
- Cyclomatic complexity under 10 per method
- No method exceeds 40 lines (excluding data declarations)
- Dependencies are injected (no static singletons for game state)
- Configuration values loaded from data files
- Systems expose interfaces (not concrete class dependencies)
-
Check architectural compliance:
- Correct dependency direction (engine <- gameplay, not reverse)
- No circular dependencies between modules
- Proper layer separation (UI does not own game state)
- Events/signals used for cross-system communication
- Consistent with established patterns in the codebase
-
Check SOLID compliance:
- Single Responsibility: Each class has one reason to change
- Open/Closed: Extendable without modification
- Liskov Substitution: Subtypes substitutable for base types
- Interface Segregation: No fat interfaces
- Dependency Inversion: Depends on abstractions, not concretions
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Check for common game development issues:
- Frame-rate independence (delta time usage)
- No allocations in hot paths (update loops)
- Proper null/empty state handling
- Thread safety where required
- Resource cleanup (no leaks)
-
Output the review in this format:
## Code Review: [File/System Name]
### Standards Compliance: [X/6 passing]
[List failures with line references]
### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
[List specific architectural concerns]
### SOLID: [COMPLIANT / ISSUES FOUND]
[List specific violations]
### Game-Specific Concerns
[List game development specific issues]
### Positive Observations
[What is done well -- always include this section]
### Required Changes
[Must-fix items before approval]
### Suggestions
[Nice-to-have improvements]
### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]