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* Add context resilience: file-backed state, incremental writing, auto-recovery Prevents "prompt too long" crashes from killing sessions by persisting work to disk incrementally instead of relying on conversation memory. Changes: - pre-compact.sh: dumps session state before context compression - session-start.sh: detects active.md for crash recovery - session-stop.sh: archives and clears active.md on clean shutdown - context-management.md: file-backed state as primary strategy - 9 agents updated with incremental section writing protocol (game-designer, systems-designer, economy-designer, narrative-director, level-designer, world-builder, writer, art-director, audio-director) - CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead - design-docs.md rule: enforces incremental writing pattern - .gitignore: excludes ephemeral session state files - directory-structure.md: documents session-state/ and session-logs/ - COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add AskUserQuestion integration across collaborative protocols Explicitly reference the AskUserQuestion tool in all collaborative agent definitions, protocol templates, team orchestrator skills, and the master principle doc. Introduces the Explain-then-Capture pattern: agents write full expert analysis in conversation, then call AskUserQuestion with concise labels to capture decisions via structured UI. 26 files updated: - 3 protocol templates (design, leadership, implementation) - 14 agent definitions (10 design + 3 leadership + writer) - 8 orchestrator skills (brainstorm + 7 team-*) - 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Add /design-systems skill: concept-to-GDD decomposition workflow Bridges the gap between game concept and per-system design documents. Professional studios use systems enumeration + dependency sorting between concept and feature docs — skipping this step is one of the most expensive mistakes (systems discovered during production cost 5-10x more to add). New files: - .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill (enumerate systems, map dependencies, assign priorities, write GDDs) - .claude/docs/templates/systems-index.md — master tracking template Flow integration (7 existing skills updated): - brainstorm, start, setup-engine, design-review, gate-check, project-stage-detect, game-concept template all reference /design-systems at the appropriate workflow touchpoints Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0 Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh empty-variable bug, fix log-agent.sh field name (agent_name → agent_type), harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops to while-read for space-safe iteration, add POSIX head -n syntax, increase PreCompact timeout, widen session-stop log window. Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills. Fix project-stage-detect template/output paths, tech-artist → technical-artist. Docs: add /design-systems to all references (README, quick-start, workflow guide, skills-reference), update skill count 35 → 36, remove stale AI artifacts from COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
75 lines
3.3 KiB
Markdown
75 lines
3.3 KiB
Markdown
---
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name: team-audio
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description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
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argument-hint: "[feature or area to design audio for]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
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---
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When this skill is invoked, orchestrate the audio team through a structured pipeline.
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**Decision Points:** At each step transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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The user must approve before moving to the next step.
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1. **Read the argument** for the target feature or area (e.g., `combat`,
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`main menu`, `forest biome`, `boss encounter`).
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2. **Gather context**:
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- Read relevant design docs in `design/gdd/` for the feature
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- Read the sound bible at `design/gdd/sound-bible.md` if it exists
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- Read existing audio asset lists in `assets/audio/`
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- Read any existing sound design docs for this area
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## How to Delegate
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Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
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- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
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- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
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- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
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Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
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3. **Orchestrate the audio team** in sequence:
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### Step 1: Audio Direction (audio-director)
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Spawn the `audio-director` agent to:
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- Define the sonic identity for this feature/area
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- Specify the emotional tone and audio palette
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- Set music direction (adaptive layers, stems, transitions)
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- Define audio priorities and mix targets
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- Establish any adaptive audio rules (combat intensity, exploration, tension)
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### Step 2: Sound Design (sound-designer)
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Spawn the `sound-designer` agent to:
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- Create detailed SFX specifications for every audio event
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- Define sound categories (ambient, UI, gameplay, music, dialogue)
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- Specify per-sound parameters (volume range, pitch variation, attenuation)
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- Plan audio event list with trigger conditions
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- Define mixing groups and ducking rules
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### Step 3: Technical Implementation (technical-artist)
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Spawn the `technical-artist` agent to:
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- Design the audio middleware integration (Wwise/FMOD/native)
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- Define audio bus structure and routing
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- Specify memory budgets for audio assets per platform
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- Plan streaming vs preloaded asset strategy
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- Design any audio-reactive visual effects
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### Step 4: Code Integration (gameplay-programmer)
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Spawn the `gameplay-programmer` agent to:
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- Implement audio manager system or review existing
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- Wire up audio events to gameplay triggers
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- Implement adaptive music system (if specified)
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- Set up audio occlusion/reverb zones
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- Write unit tests for audio event triggers
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4. **Compile the audio design document** combining all team outputs.
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5. **Save to** `design/gdd/audio-[feature].md`.
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6. **Output a summary** with: audio event count, estimated asset count,
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implementation tasks, and any open questions between team members.
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