Files
Claude-Code-Game-Studios/CLAUDE.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

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3.1 KiB
Markdown

# Claude Code Game Studios -- Game Studio Agent Architecture
Indie game development managed through 49 coordinated Claude Code subagents.
Each agent owns a specific domain, enforcing separation of concerns and quality.
## Technology Stack
- **Engine**: [CHOOSE: Godot 4 / Unity / Unreal Engine 5]
- **Language**: [CHOOSE: GDScript / C# / C++ / Blueprint]
- **Version Control**: Git with trunk-based development
- **Build System**: [SPECIFY after choosing engine]
- **Asset Pipeline**: [SPECIFY after choosing engine]
> **Note**: Engine-specialist agents exist for Godot, Unity, and Unreal with
> dedicated sub-specialists. Use the set matching your engine.
## Project Structure
@.claude/docs/directory-structure.md
## Engine Version Reference
<!-- ENGINE-REFERENCE-IMPORT: the line below is engine-specific. /setup-engine
rewrites it to @docs/engine-reference/<engine>/VERSION.md for the chosen
engine, so a Unity or Unreal project stops loading the Godot reference every
session. It defaults to Godot (the template's example engine); skills that
need the pinned version read docs/engine-reference/<engine>/VERSION.md on
demand regardless of this import. -->
@docs/engine-reference/godot/VERSION.md
## Technical Preferences
`project.yaml` at the repo root is the primary config store — engine, specialists,
naming, platform, performance, modes. Skills resolve it via `resolve_config`
(see `.claude/docs/config-resolution.md`).
`.claude/docs/technical-preferences.md` is the **legacy fallback**, read on demand
when a key is absent from `project.yaml`. It is no longer imported here: before
`/setup-engine` runs it is almost entirely `[TO BE CONFIGURED]` placeholders, and
after it runs `project.yaml` holds the real values.
## Coordination Rules
@.claude/docs/coordination-rules.md
## Collaboration Protocol
**User-driven collaboration, not autonomous execution.**
Every task follows: **Question -> Options -> Decision -> Draft -> Approval**
- Agents MUST ask "May I write this to [filepath]?" before using Write/Edit tools
- Agents MUST show drafts or summaries before requesting approval
- Multi-file changes require explicit approval for the full changeset
- No commits without user instruction
See `docs/COLLABORATIVE-DESIGN-PRINCIPLE.md` for full protocol and examples.
> **First session?** If the project has no engine configured and no game concept,
> run `/start` to begin the guided onboarding flow.
## Coding Standards
@.claude/docs/coding-standards.md
## Context Management
Read `.claude/docs/context-management.md` on demand — it is a reference, not
session context. Two of its conventions are load-bearing and cited by name
elsewhere in the repo, so they are restated here rather than lost:
- **`production/session-state/active.md` is the session checkpoint.** The file is
the memory, not the conversation. Read it first after any compaction, crash, or
`/clear`.
- **Helpers in `.claude/scripts/` emit observations, never verdicts.** A script
that scores or judges will eventually contradict a mode or override it cannot
see. (Cited by `artifact-check.sh` and `adr-dep-graph.sh`.)