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Claude-Code-Game-Studios/.claude/docs/quick-start.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

10 KiB

Game Studio Agent Architecture -- Quick Start Guide

What Is This?

This is a complete Claude Code agent architecture for game development. It organizes 48 specialized AI agents into a studio hierarchy that mirrors real game development teams, with defined responsibilities, delegation rules, and coordination protocols. It includes engine-specialist agents for Godot, Unity, and Unreal — each with dedicated sub-specialists for major engine subsystems. All design agents and templates are grounded in established game design theory (MDA Framework, Self-Determination Theory, Flow State, Bartle Player Types). Use whichever engine set matches your project.

How to Use

1. Understand the Hierarchy

There are three tiers of agents:

  • Tier 1 (Opus): Directors who make high-level decisions

    • creative-director -- vision and creative conflict resolution
    • technical-director -- architecture and technology decisions
    • producer -- scheduling, coordination, and risk management
  • Tier 2 (Sonnet): Department leads who own their domain

    • game-designer, lead-programmer, art-director, audio-director, narrative-director, qa-lead, release-manager, localization-lead
  • Tier 3 (Sonnet/Haiku): Specialists who execute within their domain

    • Designers, programmers, artists, writers, testers, engineers

2. Pick the Right Agent for the Job

Ask yourself: "What department would handle this in a real studio?"

I need to... Use this agent
Design a new mechanic game-designer
Write combat code gameplay-programmer
Create a shader technical-artist
Write dialogue writer
Plan the next sprint producer
Review code quality lead-programmer
Write test cases qa-tester
Design a level level-designer
Fix a performance problem performance-analyst
Set up CI/CD devops-engineer
Design a loot table economy-designer
Resolve a creative conflict creative-director
Make an architecture decision technical-director
Manage a release release-manager
Prepare strings for translation localization-lead
Test a mechanic idea quickly prototyper
Review code for security issues security-engineer
Check accessibility compliance accessibility-specialist
Get Unreal Engine advice unreal-specialist
Get Unity advice unity-specialist
Get Godot advice godot-specialist
Design GAS abilities/effects ue-gas-specialist
Define BP/C++ boundaries ue-blueprint-specialist
Implement UE replication ue-replication-specialist
Build UMG/CommonUI widgets ue-umg-specialist
Design DOTS/ECS architecture unity-dots-specialist
Write Unity shaders/VFX unity-shader-specialist
Manage Addressable assets unity-addressables-specialist
Build UI Toolkit/UGUI screens unity-ui-specialist
Write idiomatic GDScript godot-gdscript-specialist
Create Godot shaders godot-shader-specialist
Build GDExtension modules godot-gdextension-specialist
Plan live events and seasons live-ops-designer
Write patch notes for players community-manager
Brainstorm a new game idea Use /brainstorm skill

3. Use Slash Commands for Common Tasks

Command What it does
/design-review Reviews a design document
/code-review Reviews code for quality and architecture
/playtest-report Creates or analyzes playtest feedback
/balance-check Analyzes game balance data
/sprint-plan Creates or updates sprint plans
/architecture-decision Creates an ADR
/asset-audit Audits assets for compliance
/milestone-review Reviews milestone progress
/onboard Generates onboarding docs for a role
/prototype Scaffolds a throwaway prototype
/release-checklist Validates pre-release checklist
/changelog Generates changelog from git history
/retrospective Runs sprint/milestone retrospective
/estimate Produces structured effort estimates
/hotfix Emergency fix with audit trail
/tech-debt Scan, track, and prioritize tech debt
/scope-check Detect scope creep against plan
/localize Localization scan, extract, validate
/perf-profile Performance profiling and bottleneck ID
/gate-check Validate phase readiness (PASS/CONCERNS/FAIL)
/project-stage-detect Analyze project state, detect stage, identify gaps
/reverse-document Generate design/architecture docs from existing code
/setup-engine Configure engine + version, populate reference docs
/team-combat Orchestrate full combat team pipeline
/team-narrative Orchestrate full narrative team pipeline
/team-ui Orchestrate full UI team pipeline
/team-release Orchestrate full release team pipeline
/team-polish Orchestrate full polish team pipeline
/team-audio Orchestrate full audio team pipeline
/team-level Orchestrate full level creation pipeline
/launch-checklist Complete launch readiness validation
/patch-notes Generate player-facing patch notes
/brainstorm Guided game concept ideation from scratch

4. Use Templates for New Documents

Templates are in .claude/docs/templates/:

  • game-design-document.md -- for new mechanics and systems
  • architecture-decision-record.md -- for technical decisions
  • risk-register-entry.md -- for new risks
  • narrative-character-sheet.md -- for new characters
  • test-plan.md -- for feature test plans
  • sprint-plan.md -- for sprint planning
  • milestone-definition.md -- for new milestones
  • level-design-document.md -- for new levels
  • game-pillars.md -- for core design pillars
  • art-bible.md -- for visual style reference
  • technical-design-document.md -- for per-system technical designs
  • post-mortem.md -- for project/milestone retrospectives
  • sound-bible.md -- for audio style reference
  • release-checklist-template.md -- for platform release checklists
  • changelog-template.md -- for player-facing patch notes
  • release-notes.md -- for player-facing release notes
  • incident-response.md -- for live incident response playbooks
  • game-concept.md -- for initial game concepts (MDA, SDT, Flow, Bartle)
  • pitch-document.md -- for pitching the game to stakeholders
  • economy-model.md -- for virtual economy design (sink/faucet model)
  • faction-design.md -- for faction identity, lore, and gameplay role

5. Follow the Coordination Rules

  1. Work flows down the hierarchy: Directors -> Leads -> Specialists
  2. Conflicts escalate up the hierarchy
  3. Cross-department work is coordinated by the producer
  4. Agents do not modify files outside their domain without delegation
  5. All decisions are documented

First Steps for a New Project

Path A: "I have no idea what to build"

Start from zero — the system will guide you through the entire process:

  1. Discover your game — Run /brainstorm (or /brainstorm open)
    • Guided creative exploration: what excites you, what you've played, your constraints
    • Generates 3 concepts, helps you pick one, defines core loop and pillars
    • Produces a game concept document and recommends an engine
  2. Set up the engine — Run /setup-engine (uses the brainstorm recommendation)
    • Configures CLAUDE.md, detects knowledge gaps, populates reference docs
    • Creates .claude/docs/technical-preferences.md with naming conventions, performance budgets, and engine-specific defaults
    • If the engine version is newer than the LLM's training data, it fetches current docs from the web so agents suggest correct APIs
  3. Validate the concept — Run /design-review design/gdd/game-concept.md
  4. Test the core loop — Run /prototype [core-mechanic]
  5. Playtest it — Run /playtest-report to validate the hypothesis
  6. Plan the first sprint — Run /sprint-plan new
  7. Start building

Path B: "I know what I want to build"

If you already have a game concept and engine choice:

  1. Set up the engine — Run /setup-engine [engine] [version] (e.g., /setup-engine godot 4.6) — also creates technical preferences
  2. Write the Game Pillars — delegate to creative-director
  3. Create the initial ADR — Run /architecture-decision
  4. Create the first milestone in production/milestones/
  5. Plan the first sprint — Run /sprint-plan new
  6. Start building

Path C: "I know the game but not the engine"

If you have a concept but don't know which engine fits:

  1. Run /setup-engine with no arguments — it will ask about your game's needs (2D/3D, platforms, team size, language preferences) and recommend an engine based on your answers
  2. Follow Path B from step 2 onward

File Structure Reference

CLAUDE.md                          -- Master config (read this first, ~60 lines)
.claude/
  settings.json                    -- Claude Code hooks and project settings
  agents/                          -- 48 agent definitions (YAML frontmatter)
  skills/                          -- 34 slash command definitions (YAML frontmatter)
  hooks/                           -- 8 hook scripts (.sh) wired by settings.json
  rules/                           -- 11 path-specific rule files
  docs/
    quick-start.md                 -- This file
    technical-preferences.md       -- Project-specific standards (populated by /setup-engine)
    coding-standards.md            -- Coding and design doc standards
    coordination-rules.md          -- Agent coordination rules
    context-management.md          -- Context budgets and compaction instructions
    review-workflow.md             -- Review and sign-off process
    directory-structure.md         -- Project directory layout
    agent-roster.md                -- Full agent list with tiers
    skills-reference.md            -- All slash commands
    rules-reference.md             -- Path-specific rules
    hooks-reference.md             -- Active hooks
    agent-coordination-map.md      -- Full delegation and workflow map
    setup-requirements.md          -- System prerequisites (Git Bash, jq, Python)
    settings-local-template.md     -- Personal settings.local.json guide
    hooks-reference/               -- Hook documentation and git hook examples
    templates/                     -- 28 document templates