- 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>
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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 resolutiontechnical-director-- architecture and technology decisionsproducer-- 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 systemsarchitecture-decision-record.md-- for technical decisionsrisk-register-entry.md-- for new risksnarrative-character-sheet.md-- for new characterstest-plan.md-- for feature test planssprint-plan.md-- for sprint planningmilestone-definition.md-- for new milestoneslevel-design-document.md-- for new levelsgame-pillars.md-- for core design pillarsart-bible.md-- for visual style referencetechnical-design-document.md-- for per-system technical designspost-mortem.md-- for project/milestone retrospectivessound-bible.md-- for audio style referencerelease-checklist-template.md-- for platform release checklistschangelog-template.md-- for player-facing patch notesrelease-notes.md-- for player-facing release notesincident-response.md-- for live incident response playbooksgame-concept.md-- for initial game concepts (MDA, SDT, Flow, Bartle)pitch-document.md-- for pitching the game to stakeholderseconomy-model.md-- for virtual economy design (sink/faucet model)faction-design.md-- for faction identity, lore, and gameplay rolesystems-index.md-- for systems decomposition and dependency mappingproject-stage-report.md-- for project stage detection outputdesign-doc-from-implementation.md-- for reverse-documenting existing code into GDDsarchitecture-doc-from-code.md-- for reverse-documenting code into architecture docsconcept-doc-from-prototype.md-- for reverse-documenting prototypes into concept docs
5. Follow the Coordination Rules
- Work flows down the hierarchy: Directors -> Leads -> Specialists
- Conflicts escalate up the hierarchy
- Cross-department work is coordinated by the
producer - Agents do not modify files outside their domain without delegation
- 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"
- 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
- 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.mdwith 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
- Validate the concept — Run
/design-review design/gdd/game-concept.md - Decompose into systems — Run
/map-systemsto map all systems and dependencies - Design each system — Run
/design-system [system-name](or/map-systems next) to write GDDs in dependency order - Test the core loop — Run
/prototype [core-mechanic] - Playtest it — Run
/playtest-reportto validate the hypothesis - Plan the first sprint — Run
/sprint-plan new - Start building
Path B: "I know what I want to build"
If you already have a game concept and engine choice:
- Set up the engine — Run
/setup-engine [engine] [version](e.g.,/setup-engine godot 4.6) — also creates technical preferences - Write the Game Pillars — delegate to
creative-director - Decompose into systems — Run
/map-systemsto enumerate systems and dependencies - Design each system — Run
/design-system [system-name]for GDDs in dependency order - Create the initial ADR — Run
/architecture-decision - Create the first milestone in
production/milestones/ - Plan the first sprint — Run
/sprint-plan new - Start building
Path C: "I know the game but not the engine"
If you have a concept but don't know which engine fits:
- Run
/setup-enginewith 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 - Follow Path B from step 2 onward
Path D: "I have an existing project"
If you have design docs, prototypes, or code already:
- Run
/start(or/project-stage-detect) — analyzes what exists, identifies gaps, and recommends next steps - Configure engine if needed — Run
/setup-engineif not yet configured - Validate phase readiness — Run
/gate-checkto see where you stand - 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