Files
Claude-Code-Game-Studios/.claude/docs/directory-structure.md
T
DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

2.7 KiB

Directory Structure

/
├── CLAUDE.md                    # Master configuration
├── project.yaml                 # Machine-readable project config — engine, modes, stage (source of truth)
├── .claude/                     # Agent definitions, skills, hooks, rules, docs
├── <code root>/                 # Game source code — THE PATH IS ENGINE-SPECIFIC, see below
├── assets/                      # Game assets (art, audio, vfx, shaders, data)
├── design/                      # Game design documents (gdd, narrative, levels, balance)
├── docs/                        # Technical documentation (architecture, api, postmortems)
│   └── engine-reference/        # Curated engine API snapshots (version-pinned)
├── tests/                       # Game test suites (unit, integration, performance, playtest)
├── tools/                       # Build and pipeline tools (ci, build, asset-pipeline)
├── prototypes/                  # Throwaway prototypes (isolated from src/)
├── production/                  # Production management (sprints, milestones, releases)
│   ├── session-state/           # Ephemeral session state (active.md — gitignored)
│   └── session-logs/            # Session audit trail (gitignored)
└── CCGS Skill Testing Framework/ # QA for the skills/agents themselves — /skill-test, /skill-improve

The code root is engine-specific

Two of the three supported engines will not build a project whose code sits in src/. This is not a style preference — it is a hard constraint of the engine's own toolchain:

engine.name Code root Why it cannot be src/
Godot src/ No constraint — Godot loads from res:// anywhere under the project root.
Unity Assets/ Unity compiles only Assets/ and Packages/. Code outside them is invisible to the compiler.
Unreal Source/<Module>/ UnrealBuildTool discovers modules under Source/; content lives in Content/. A module elsewhere is not built.

Resolve the code root from engine.name before writing any source file. Where a skill, rule or template says src/, read it as "the code root" and substitute the row above. src/ is the table's Godot row, not a universal path.

Known residual — do not read src/ as settled. Roughly 30 files under .claude/ still name src/ literally, because they were written when Godot was the only engine walked end to end. They are correct for Godot and wrong for the other two. This section is the authority; those files are the default. The breakage is real, not theoretical — a Unity tree laid out this way does not compile, and an Unreal one produces a module no .uproject can consume.