Files
Claude-Code-Game-Studios/.claude/docs/technical-preferences.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

3.5 KiB

Technical Preferences

Engine & Language

  • Engine: [TO BE CONFIGURED — run /setup-engine]
  • Language: [TO BE CONFIGURED]
  • Rendering: [TO BE CONFIGURED]
  • Physics: [TO BE CONFIGURED]

Input & Platform

  • Target Platforms: [TO BE CONFIGURED — e.g., PC, Console, Mobile, Web]
  • Input Methods: [TO BE CONFIGURED — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed]
  • Primary Input: [TO BE CONFIGURED — the dominant input for this game]
  • Gamepad Support: [TO BE CONFIGURED — Full / Partial / None]
  • Touch Support: [TO BE CONFIGURED — Full / Partial / None]
  • Platform Notes: [TO BE CONFIGURED — any platform-specific UX constraints]

Naming Conventions

  • Classes: [TO BE CONFIGURED]
  • Variables: [TO BE CONFIGURED]
  • Signals/Events: [TO BE CONFIGURED]
  • Files: [TO BE CONFIGURED]
  • Scenes/Prefabs: [TO BE CONFIGURED]
  • Constants: [TO BE CONFIGURED]

Performance Budgets

  • Target Framerate: [TO BE CONFIGURED]
  • Frame Budget: [TO BE CONFIGURED]
  • Draw Calls: [TO BE CONFIGURED]
  • Memory Ceiling: [TO BE CONFIGURED]

Testing

  • Framework: [TO BE CONFIGURED]
  • Minimum Coverage: [TO BE CONFIGURED]
  • Required Tests: Balance formulas, gameplay systems, networking (if applicable)

Forbidden Patterns

  • [None configured yet — add as architectural decisions are made]

Allowed Libraries / Addons

  • [None configured yet — add as dependencies are approved]

Architecture Decisions Log

  • [No ADRs yet — use /architecture-decision to create one]

Engine Specialists

  • Primary: [TO BE CONFIGURED — run /setup-engine]
  • Language/Code Specialist: [TO BE CONFIGURED]
  • Shader Specialist: [TO BE CONFIGURED]
  • UI Specialist: [TO BE CONFIGURED]
  • Additional Specialists: [TO BE CONFIGURED]
  • Routing Notes: [TO BE CONFIGURED]

File Extension Routing

File Extension / Type Specialist to Spawn
Game code (primary language) [TO BE CONFIGURED]
Shader / material files [TO BE CONFIGURED]
UI / screen files [TO BE CONFIGURED]
Scene / prefab / level files [TO BE CONFIGURED]
Native extension / plugin files [TO BE CONFIGURED]
General architecture review Primary