Files
Claude-Code-Game-Studios/.claude/docs/templates/game-design-document.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

3.7 KiB

[Mechanic/System Name]

Status: Draft | In Review | Approved | Implemented Author: [Agent or person] Last Updated: [Date] Implements Pillar: [Which game pillar this supports]

Overview

[One paragraph that explains this mechanic to someone who knows nothing about the project. What is it, what does the player do, and why does it exist?]

Player Fantasy

[What should the player FEEL when engaging with this mechanic? What is the emotional or power fantasy being served? This section guides all detail decisions below.]

Detailed Design

Core Rules

[Precise, unambiguous rules. A programmer should be able to implement this section without asking questions. Use numbered rules for sequential processes and bullet points for properties.]

States and Transitions

[If this system has states (e.g., weapon states, status effects, phases), document every state and every valid transition between states.]

State Entry Condition Exit Condition Behavior

Interactions with Other Systems

[How does this system interact with combat? Inventory? Progression? UI? For each interaction, specify the interface: what data flows in, what flows out, and who is responsible for what.]

Formulas

[Every mathematical formula used by this system. For each formula:]

[Formula Name]

result = base_value * (1 + modifier_sum) * scaling_factor
Variable Type Range Source Description
base_value float 1-100 data file The base amount before modifiers
modifier_sum float -0.9 to 5.0 calculated Sum of all active modifiers
scaling_factor float 0.5-2.0 data file Level-based scaling

Expected output range: [min] to [max] Edge case: When modifier_sum < -0.9, clamp to -0.9 to prevent negative results.

Edge Cases

[Explicitly document what happens in unusual situations. Each edge case should have a clear resolution.]

Scenario Expected Behavior Rationale
[What if X is zero?] [This happens] [Because of this reason]
[What if both effects trigger?] [Priority rule] [Design reasoning]

Dependencies

[List every system this mechanic depends on or that depends on this mechanic.]

System Direction Nature of Dependency
[Combat] This depends on Combat Needs damage calculation results
[Inventory] Inventory depends on this Provides item effect data

Tuning Knobs

[Every value that should be adjustable for balancing. Include the current value, the safe range, and what happens at the extremes.]

Parameter Current Value Safe Range Effect of Increase Effect of Decrease

Visual/Audio Requirements

[What visual and audio feedback does this mechanic need?]

Event Visual Feedback Audio Feedback Priority

UI Requirements

[What information needs to be displayed to the player and when?]

Information Display Location Update Frequency Condition

Acceptance Criteria

[Testable criteria that confirm this mechanic is working as designed.]

  • [Criterion 1: specific, measurable, testable]
  • [Criterion 2]
  • [Criterion 3]
  • Performance: System update completes within [X]ms
  • No hardcoded values in implementation

Open Questions

[Anything not yet decided. Each question should have an owner and deadline.]

Question Owner Deadline Resolution