Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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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 49 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.
The Default Path: Rigor Minimal
modes.rigor defaults to minimal (/start asks; /settings changes it any
time). At minimal the path to code is four steps:
/setup-engine-- configure the engine/brainstorm-- writes the one-pagedesign/game-brief.md, in place of the concept doc, systems decomposition and per-system GDDs/create-stories-- turns the brief's MVP list into stories underproduction/epics/<slug>/; the brief's build order is the plan, so there is no/create-epicsor/sprint-plan/dev-storythen/story-done, story by story --/story-donenames the next story, and/helpknows this route
Nothing at minimal runs /gate-check, so project.stage stays at Concept.
Every skill still runs at any tier. The trade: no GDDs catch design problems
before code. Raise rigor with /settings when the game outgrows the brief;
standard and full are the longer pipelines under
First Steps for a New Project.
How to Use
1. Understand the Hierarchy
There are three tiers of agents:
-
Tier 1 — Directors who make high-level decisions (they run on Opus)
creative-director-- vision and creative conflict resolutiontechnical-director-- architecture and technology decisionsproducer-- scheduling, coordination, and risk management
-
Tier 2 — Department leads who own their domain
game-designer,lead-programmer,art-director,audio-director,narrative-director,qa-lead,release-manager,localization-lead
-
Tier 3 — Specialists who execute within their domain
- Designers, programmers, artists, writers, testers, engineers
The tiers are seniority of role. Most agents run on your session's model; the
agent file's own model: line says which do not
(.claude/docs/model-tiers.md).
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 |
| Write Godot C# code | godot-csharp-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 |
/help |
Context-aware "what do I do next?" — reads your current phase and artifacts |
/project-stage-detect |
Analyze project state, detect stage, identify gaps |
/setup-engine |
Configure engine + version, populate reference docs |
/adopt |
Brownfield audit and migration plan for existing projects |
/brainstorm |
Guided game concept ideation from scratch |
/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 |
/quick-design |
Lightweight spec for small changes — tuning, tweaks, minor additions |
/review-all-gdds |
Cross-GDD consistency and game design theory review |
/propagate-design-change |
Find ADRs and stories affected by a GDD change |
/art-bible |
Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production |
/asset-spec |
Generate per-asset visual specifications and AI generation prompts from GDDs or character profiles |
/ux-design |
Author UX specs (screen/flow, HUD, interaction patterns) |
/ux-review |
Validate UX specs for accessibility and GDD alignment |
/create-architecture |
Master architecture document for the game |
/architecture-decision |
Creates an ADR |
/architecture-review |
Validate all ADRs, dependency ordering, GDD traceability — writes the index to docs/architecture/requirements-traceability.md |
/create-control-manifest |
Flat programmer rules sheet from Accepted ADRs |
/create-epics |
Translate GDDs + ADRs into epics (one per architectural module) |
/create-stories |
Break a single epic into implementable story files |
/dev-story |
Read a story and implement it — routes to the correct programmer agent |
/sprint-plan |
Creates or updates sprint plans |
/sprint-status |
Quick 30-line sprint snapshot |
/story-readiness |
Validate a story is implementation-ready before pickup |
/story-done |
End-of-story completion review — verifies acceptance criteria |
/estimate |
Produces structured effort estimates |
/design-review |
Reviews a design document |
/code-review |
Reviews code for quality and architecture |
/balance-check |
Analyzes game balance data |
/asset-audit |
Audits assets for compliance |
/content-audit |
GDD-specified content vs. implemented — find gaps |
/scope-check |
Detect scope creep against plan |
/perf-profile |
Performance profiling and bottleneck ID |
/tech-debt |
Scan, track, and prioritize tech debt |
/gate-check |
Validate phase readiness (PASS/CONCERNS/NOT ASSESSED/FAIL) |
/consistency-check |
Scan all GDDs for cross-document inconsistencies (conflicting stats, names, rules) |
/security-audit |
Audit for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure |
/reverse-document |
Generate design/architecture docs from existing code |
/milestone-review |
Reviews milestone progress |
/retrospective |
Runs sprint/milestone retrospective |
/bug-report |
Structured bug report creation |
/playtest-report |
Creates or analyzes playtest feedback |
/onboard |
Generates onboarding docs for a role |
/release-checklist |
Validates pre-release checklist |
/launch-checklist |
Complete launch readiness validation |
/changelog |
Generates changelog from git history |
/patch-notes |
Generate player-facing patch notes |
/hotfix |
Emergency fix with audit trail |
/day-one-patch |
Prepare a focused day-one patch for known issues discovered after gold master |
/prototype |
Concept prototype — validate core idea before writing GDDs (Phase 1) |
/vertical-slice |
Production-quality end-to-end build — validate full game loop (Phase 4) |
/localize |
Localization scan, extract, validate |
/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 |
/team-live-ops |
Orchestrate live-ops team for seasons, events, and post-launch content |
/team-qa |
Orchestrate full QA team cycle — test plan, test cases, smoke check, sign-off |
/qa-plan |
Generate a QA test plan for a sprint or feature |
/bug-triage |
Re-prioritize open bugs, assign to sprints, surface systemic trends |
/smoke-check |
Run critical path smoke test gate before QA hand-off (PASS/FAIL) |
/soak-test |
Generate a soak test protocol for extended play sessions |
/regression-suite |
Map coverage to GDD critical paths, flag gaps, maintain regression suite |
/test-setup |
Scaffold test framework + CI pipeline for the project's engine (run once) |
/test-helpers |
Generate engine-specific test helper libraries and factory functions |
/test-flakiness |
Detect flaky tests from CI history, flag for quarantine or fix |
/test-evidence-review |
Quality review of test files and manual evidence — ADEQUATE/INCOMPLETE/MISSING |
/skill-test |
Validate skill files for compliance and correctness (static / spec / audit) |
/skill-improve |
Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify |
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 decisionsarchitecture-traceability.md-- sample layout for a GDD requirement to ADR to story index (/architecture-reviewwrites its own index todocs/architecture/requirements-traceability.md)risk-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)game-brief.md-- for the one-page brief that replaces the concept doc atrigor: minimalpitch-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 docsux-spec.md-- for per-screen UX specifications (layout zones, states, events)hud-design.md-- for whole-game HUD philosophy, zones, and element specsaccessibility-requirements.md-- for project-wide accessibility tier and feature matrixinteraction-pattern-library.md-- for standard UI controls and game-specific patternsplayer-journey.md-- for 6-phase emotional arc and retention hooks by time scaledifficulty-curve.md-- for difficulty axes, onboarding ramp, and cross-system interactionstest-evidence.md-- template for recording manual test evidence (screenshots, walkthrough notes)
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.
The paths below walk the standard/full pipeline. At rigor: minimal (the
default), follow The Default Path instead.
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
- Writes engine, naming conventions, and performance budgets to
project.yaml(the source of truth), mirrored to.claude/docs/technical-preferences.md - 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(ordesign/game-brief.md, if/brainstormwrote the one-page brief) - Prototype the mechanic — Run
/prototype [core-mechanic](1–3 days) to test that the core idea is fun before you write GDDs - 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, informed by the prototype findings - Plan the first sprint — After architecture and
/vertical-slice, 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 - Run
/adoptif you have existing GDDs, ADRs, or stories — audits internal format compliance and builds a numbered migration plan to fill gaps without overwriting your existing work - 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, ~80 lines)
project.yaml -- Machine-readable project config (engine, modes, stage) — source of truth
.claude/
settings.json -- Claude Code hooks and project settings
agents/ -- 49 agent definitions (YAML frontmatter)
skills/ -- 74 slash command definitions (YAML frontmatter)
hooks/ -- 12 event hooks (.sh, wired by settings.json) + yaml-helper.sh
rules/ -- 13 path-specific rule files
docs/
quick-start.md -- This file
technical-preferences.md -- Legacy fallback for project.yaml config (mirror; see project.yaml at repo root)
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
CLAUDE-local-template.md -- Personal CLAUDE.local.md guide (gitignored overrides)
templates/ -- 39 document templates (+ per-section guidance)