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Claude-Code-Game-Studios/.claude/docs/quick-start.md
Donchitos b36eb2728d Docs sync: update all references to v0.4.0 state (52 skills, 9 hooks, 36 templates)
- README: badges and skills section updated (37→52 skills, 8→9 hooks, 29→36 templates); all 52 commands listed in 10 categories; log-agent-stop.sh added to hooks table
- UPGRADING: added complete v0.3.0→v0.4.0 section with file lists, feature highlights, and after-upgrade steps
- WORKFLOW-GUIDE: full rewrite from 10-phase to 7-phase structure; all 52 skills documented across phases and Appendix B
- skills-reference: added 15 missing skills; reorganized into categorized sections
- hooks-reference: added log-agent-stop.sh entry
- quick-start: corrected counts; removed stale orphan doc references
- COLLABORATIVE-DESIGN-PRINCIPLE: AskUserQuestion integration count 10→16

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 12:50:51 +11:00

12 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
/start First-time onboarding — asks where you are, guides you to the right workflow
/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
/map-systems Decompose concept into systems, map dependencies, guide per-system GDDs
/design-system Guided, section-by-section GDD authoring for a single game system
/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
  • systems-index.md -- for systems decomposition and dependency mapping
  • project-stage-report.md -- for project stage detection output
  • design-doc-from-implementation.md -- for reverse-documenting existing code into GDDs
  • architecture-doc-from-code.md -- for reverse-documenting code into architecture docs
  • concept-doc-from-prototype.md -- for reverse-documenting prototypes into concept docs

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

Don't know where to begin? Run /start. It asks where you are and routes you to the right workflow. No assumptions about your game, engine, or experience level.

If you already know what you need, jump directly to the relevant path:

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

  1. Run /start (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. Decompose into systems — Run /map-systems to map all systems and dependencies
  5. Design each system — Run /design-system [system-name] (or /map-systems next) to write GDDs in dependency order
  6. Test the core loop — Run /prototype [core-mechanic]
  7. Playtest it — Run /playtest-report to validate the hypothesis
  8. Plan the first sprint — Run /sprint-plan new
  9. 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. Decompose into systems — Run /map-systems to enumerate systems and dependencies
  4. Design each system — Run /design-system [system-name] for GDDs in dependency order
  5. Create the initial ADR — Run /architecture-decision
  6. Create the first milestone in production/milestones/
  7. Plan the first sprint — Run /sprint-plan new
  8. 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

Path D: "I have an existing project"

If you have design docs, prototypes, or code already:

  1. Run /start (or /project-stage-detect) — analyzes what exists, identifies gaps, and recommends next steps
  2. Configure engine if needed — Run /setup-engine if not yet configured
  3. Validate phase readiness — Run /gate-check to see where you stand
  4. Plan the next sprint — Run /sprint-plan new

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/                          -- 52 slash command definitions (YAML frontmatter)
  hooks/                           -- 9 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
    directory-structure.md         -- Project directory layout
    workflow-catalog.yaml          -- 7-phase pipeline definition (read by /help)
    setup-requirements.md          -- System prerequisites (Git Bash, jq, Python)
    settings-local-template.md     -- Personal settings.local.json guide
    templates/                     -- 36 document templates