Files
Claude-Code-Game-Studios/.claude/skills/code-review/SKILL.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

2.6 KiB

name, description, argument-hint, user-invocable, allowed-tools
name description argument-hint user-invocable allowed-tools
code-review Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns. [path-to-file-or-directory] true Read, Glob, Grep, Bash

When this skill is invoked:

  1. Read the target file(s) in full.

  2. Read the CLAUDE.md for project coding standards.

  3. Identify the system category (engine, gameplay, AI, networking, UI, tools) and apply category-specific standards.

  4. Evaluate against coding standards:

    • Public methods and classes have doc comments
    • Cyclomatic complexity under 10 per method
    • No method exceeds 40 lines (excluding data declarations)
    • Dependencies are injected (no static singletons for game state)
    • Configuration values loaded from data files
    • Systems expose interfaces (not concrete class dependencies)
  5. Check architectural compliance:

    • Correct dependency direction (engine <- gameplay, not reverse)
    • No circular dependencies between modules
    • Proper layer separation (UI does not own game state)
    • Events/signals used for cross-system communication
    • Consistent with established patterns in the codebase
  6. Check SOLID compliance:

    • Single Responsibility: Each class has one reason to change
    • Open/Closed: Extendable without modification
    • Liskov Substitution: Subtypes substitutable for base types
    • Interface Segregation: No fat interfaces
    • Dependency Inversion: Depends on abstractions, not concretions
  7. Check for common game development issues:

    • Frame-rate independence (delta time usage)
    • No allocations in hot paths (update loops)
    • Proper null/empty state handling
    • Thread safety where required
    • Resource cleanup (no leaks)
  8. Output the review in this format:

## Code Review: [File/System Name]

### Standards Compliance: [X/6 passing]
[List failures with line references]

### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
[List specific architectural concerns]

### SOLID: [COMPLIANT / ISSUES FOUND]
[List specific violations]

### Game-Specific Concerns
[List game development specific issues]

### Positive Observations
[What is done well -- always include this section]

### Required Changes
[Must-fix items before approval]

### Suggestions
[Nice-to-have improvements]

### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]