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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>
2.2 KiB
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