Files
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

217 lines
10 KiB
Markdown

# 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
```