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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:

  1. /setup-engine -- configure the engine
  2. /brainstorm -- writes the one-page design/game-brief.md, in place of the concept doc, systems decomposition and per-system GDDs
  3. /create-stories -- turns the brief's MVP list into stories under production/epics/<slug>/; the brief's build order is the plan, so there is no /create-epics or /sprint-plan
  4. /dev-story then /story-done, story by story -- /story-done names the next story, and /help knows 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 resolution
    • technical-director -- architecture and technology decisions
    • producer -- 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 systems
  • architecture-decision-record.md -- for technical decisions
  • architecture-traceability.md -- sample layout for a GDD requirement to ADR to story index (/architecture-review writes its own index to docs/architecture/requirements-traceability.md)
  • 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)
  • game-brief.md -- for the one-page brief that replaces the concept doc at rigor: minimal
  • 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
  • ux-spec.md -- for per-screen UX specifications (layout zones, states, events)
  • hud-design.md -- for whole-game HUD philosophy, zones, and element specs
  • accessibility-requirements.md -- for project-wide accessibility tier and feature matrix
  • interaction-pattern-library.md -- for standard UI controls and game-specific patterns
  • player-journey.md -- for 6-phase emotional arc and retention hooks by time scale
  • difficulty-curve.md -- for difficulty axes, onboarding ramp, and cross-system interactions
  • test-evidence.md -- template for recording manual test evidence (screenshots, walkthrough notes)

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.

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"

  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
    • 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
  3. Validate the concept — Run /design-review design/gdd/game-concept.md (or design/game-brief.md, if /brainstorm wrote the one-page brief)
  4. Prototype the mechanic — Run /prototype [core-mechanic] (1–3 days) to test that the core idea is fun before you write GDDs
  5. Decompose into systems — Run /map-systems to map all systems and dependencies
  6. Design each system — Run /design-system [system-name] (or /map-systems next) to write GDDs in dependency order, informed by the prototype findings
  7. Plan the first sprint — After architecture and /vertical-slice, run /sprint-plan new
  8. 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. Run /adopt if 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
  3. Configure engine if needed — Run /setup-engine if not yet configured
  4. Validate phase readiness — Run /gate-check to see where you stand
  5. 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)