Files
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

678 B

paths
paths
src/ai/**

AI Code Rules

  • AI update budget: 2ms per frame maximum — profile to verify
  • All AI parameters must be tunable from data files (behavior tree weights, perception ranges, timers)
  • AI must be debuggable: implement visualization hooks for all AI state (paths, perception cones, decision trees)
  • AI should telegraph intentions — players need time to read and react
  • Prefer utility-based or behavior tree approaches over hard-coded if/else chains
  • Group AI must support formation, flanking, and role assignment from data
  • All AI state machines must log transitions for debugging
  • Never trust AI input from the network without validation