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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>
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Sound Bible: [Project Name]
Audio Vision
Sonic Identity
[Describe the overall audio personality of the game in 2-3 sentences. What does the game "sound like"? What emotions should the audio evoke?]
Audio Pillars
- [Pillar 1]: [How this pillar manifests in audio]
- [Pillar 2]: [How this pillar manifests in audio]
- [Pillar 3]: [How this pillar manifests in audio]
Reference Games / Media
| Reference | What to Take From It | What to Avoid |
|---|---|---|
| [Game/Film 1] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
| [Game/Film 2] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
Music Direction
Style and Genre
[Primary musical style, instrumentation palette, tempo ranges]
Instrumentation Palette
- Core instruments: [List the primary instruments/synths that define the sound]
- Accent instruments: [Used for emphasis, transitions, special moments]
- Avoid: [Instruments or styles that do NOT fit the game]
Adaptive Music System
| Game State | Music Behavior | Transition |
|---|---|---|
| Exploration | [Tempo, energy, instrumentation] | [How it transitions to next state] |
| Combat | [Tempo, energy, instrumentation] | [Trigger condition and crossfade time] |
| Stealth/Tension | [Tempo, energy, instrumentation] | [Trigger and transition] |
| Victory/Reward | [Stinger or transition behavior] | [Return to exploration] |
| Menu/UI | [Style for menus] | [Fade on game start] |
Music Rules
- [Rule about looping, e.g., "All exploration tracks must loop seamlessly after 2-4 minutes"]
- [Rule about silence, e.g., "Allow 10-15 seconds of silence between exploration loops"]
- [Rule about intensity, e.g., "Combat music must reach full intensity within 3 seconds of combat start"]
- [Rule about transitions, e.g., "All music transitions use 1.5 second crossfades"]
Sound Effects
SFX Palette
| Category | Description | Style Notes |
|---|---|---|
| Player Actions | [Movement, attacks, abilities] | [Punchy, responsive, front-of-mix] |
| Enemy Actions | [Attacks, abilities, death] | [Distinct from player, slightly recessed] |
| UI | [Button clicks, menu transitions, notifications] | [Clean, subtle, never annoying on repeat] |
| Environment | [Ambient loops, weather, objects] | [Immersive, layered, spatial] |
| Feedback | [Damage taken, item pickup, level up] | [Clear, satisfying, non-fatiguing] |
Audio Feedback Priority
When multiple sounds compete, this priority determines what plays:
- Player damage / critical warnings (always audible)
- Player actions (attacks, abilities)
- Enemy actions (nearby enemies first)
- UI feedback
- Environment / ambient
SFX Rules
- [Rule about repetition, e.g., "Every SFX with >3 plays/minute needs 3+ variations"]
- [Rule about spatial audio, e.g., "All gameplay SFX must be 3D positioned, UI SFX are 2D"]
- [Rule about ducking, e.g., "Player hit SFX ducks all other SFX by 3dB for 200ms"]
- [Rule about response time, e.g., "Action SFX must trigger within 1 frame of the action"]
Mixing
Mix Bus Structure
| Bus | Content | Target Level |
|---|---|---|
| Master | Everything | 0 dB |
| Music | All music tracks | [target dBFS] |
| SFX | All sound effects | [target dBFS] |
| Dialogue | All voice/narration | [target dBFS] |
| UI | All interface sounds | [target dBFS] |
| Ambient | Environment loops | [target dBFS] |
Mixing Rules
- Dialogue always takes priority — duck music and SFX during dialogue
- Music should be felt, not dominate — if players can't hear SFX over music, music is too loud
- Master output must never clip — use a limiter on the master bus
- All volumes must be adjustable by the player (per bus)
- Default mix should sound good on both speakers and headphones
Dynamic Range
- [Specify loudness targets, e.g., "Target -14 LUFS integrated, -1 dBTP true peak"]
- [Specify compression policy, e.g., "Light compression on SFX bus, no compression on music"]
Technical Specifications
Format Requirements
| Type | Format | Sample Rate | Bit Depth | Notes |
|---|---|---|---|---|
| Music | [OGG/WAV] | [44.1/48 kHz] | [16/24 bit] | [Streaming from disk] |
| SFX | [WAV/OGG] | [44.1/48 kHz] | [16 bit] | [Loaded into memory] |
| Ambient | [OGG] | [44.1 kHz] | [16 bit] | [Streaming, loopable] |
| Dialogue | [OGG/WAV] | [44.1 kHz] | [16 bit] | [Streaming] |
Naming Convention
[category]_[subcategory]_[name]_[variation].ext
- Example:
sfx_weapon_sword_swing_01.wav - Example:
music_exploration_forest_loop.ogg - Example:
amb_environment_cave_drip_loop.ogg
Memory Budget
- Total audio memory: [target, e.g., 128 MB]
- SFX pool: [target]
- Music streaming buffer: [target]
- Voice streaming buffer: [target]
Accessibility
- All critical audio cues must have visual alternatives (subtitles, screen flash, icon)
- Mono audio option for hearing-impaired players
- Separate volume controls for all buses
- Option to disable sudden loud sounds
- Subtitle support for all dialogue with speaker identification