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claude-code-game-studios

Turn Claude Code into a full game dev studio with 49 specialized AI agents, 73 workflow skills, and complete coordination system

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claude-code-game-studios
description
Turn Claude Code into a full game dev studio with 49 specialized AI agents, 73 workflow skills, and complete coordination system
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["set up game development studio agents","configure multi-agent game dev workflow","use Claude Code Game Studios","install game dev agent hierarchy","create game with specialized AI agents","set up studio coordination system","use game development workflow skills","configure game dev QA and production pipeline"]
# Claude Code Game Studios > Skill by [ara.so](https://ara.so) — Claude Code Skills collection. ## What It Does Claude Code Game Studios transforms a single Claude Code session into a complete game development studio with: - **49 specialized agents** organized in a 3-tier studio hierarchy (Directors → Department Leads → Specialists) - **73 slash commands** covering brainstorming, design, architecture, implementation, QA, and release - **12 automated hooks** for validation, session tracking, and quality gates - **11 path-scoped rules** enforcing coding standards per domain (gameplay, engine, AI, UI, network) - **41 document templates** for GDDs, ADRs, sprint plans, accessibility specs, and more Instead of one general-purpose AI assistant, you get a coordinated team with clear responsibilities, escalation paths, and quality gates — while you stay in full control of every decision. ## Installation ### Prerequisites ```bash # Required npm install -g @anthropic-ai/claude-code # Optional (for hook validation) brew install jq # or apt-get install jq python3 --version # should be 3.x ``` ### Setup New Project ```bash # Clone as template git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game-project cd my-game-project # Start Claude Code claude # Run initial setup /start ``` ### Add to Existing Project ```bash cd your-existing-game # Clone template files git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git .ccgs-temp cp -r .ccgs-temp/.claude . cp .ccgs-temp/CLAUDE.md . rm -rf .ccgs-temp # Detect existing project structure claude /adopt ``` ## Studio Hierarchy Agents are organized in three tiers matching real studio structure: ### Tier 1 — Directors (Opus Model) ```yaml creative-director: # Guards game vision, resolves design conflicts technical-director: # Owns architecture decisions, performance targets producer: # Coordinates cross-department changes, manages scope ``` ### Tier 2 — Department Leads (Sonnet Model) ```yaml game-designer: # Owns systems design, balance lead-programmer: # Code architecture, tech stack decisions art-director: # Visual style, asset pipeline audio-director: # Audio design, implementation strategy narrative-director: # Story structure, dialogue systems qa-lead: # Test strategy, quality gates release-manager: # Build pipeline, deployment localization-lead: # i18n strategy, text management ``` ### Tier 3 — Specialists (Sonnet/Haiku Model) ```yaml # Programming gameplay-programmer, engine-programmer, ai-programmer, network-programmer, tools-programmer, ui-programmer # Design systems-designer, level-designer, economy-designer, live-ops-designer, ux-designer # Art & Audio technical-artist, sound-designer # Production & QA qa-tester, accessibility-specialist, performance-analyst, devops-engineer, analytics-engineer, security-engineer, community-manager # Content writer, world-builder, prototyper ``` ### Engine Specialists ```yaml # Godot 4 godot-specialist: - gdscript-programmer - shader-programmer - gdextension-programmer # Unity unity-specialist: - dots-ecs-programmer - shader-vfx-programmer - addressables-programmer - uitoolkit-programmer # Unreal Engine 5 unreal-specialist: - gas-programmer - blueprint-programmer - replication-programmer - umg-commonui-programmer ``` ## Core Workflow Commands ### Phase 1: Onboarding & Setup ```bash /start # Guided onboarding (detects project stage) /help # Show all available commands /project-stage-detect # Analyze existing project /setup-engine godot 4.6 # Configure engine-specific settings /adopt # Import existing project structure ``` ### Phase 2: Game Design ```bash /brainstorm # Generate game concepts /map-systems # Map core game systems and interactions /design-system combat # Create detailed system GDD /quick-design # Lightweight design for small features /review-all-gdds # Audit all design documents /propagate-design-change # Update docs after design pivot ``` **Example: Design a combat system** ```bash # In Claude Code session /design-system combat # Agent (systems-designer) asks: # 1. What's the core player fantasy? # 2. Turn-based or real-time? # 3. Complexity target (arcade/sim/hybrid)? # 4. Key reference games? # After answers, creates: # design/systems/combat.md (GDD) # design/systems/combat-flowchart.mermaid # src/systems/combat/.design-manifest.json ``` ### Phase 3: Architecture ```bash /create-architecture # Design technical architecture /architecture-decision # Record ADR for tech choice /architecture-review # Review existing architecture /create-control-manifest # Map input/control schemes ``` **Example: Architecture Decision Record** ```bash /architecture-decision # Creates docs/adr/NNNN-network-architecture.md # Prompts for: # - Context: Why this decision is needed # - Options considered (with pros/cons) # - Decision made # - Consequences ``` ### Phase 4: Implementation ```bash /create-epics # Break project into epics /create-stories combat # Generate user stories for epic /dev-story GAME-123 # Implement specific story /story-done GAME-123 # Mark story complete (runs QA) /sprint-plan # Plan upcoming sprint /sprint-status # Show sprint progress ``` **Example: Implement a story** ```bash /dev-story GAME-45 # Reads production/stories/GAME-45.md # Spawns appropriate agents (e.g., gameplay-programmer + systems-designer) # Shows implementation plan for approval # Writes code in src/ # Updates story status # Runs story-level tests ``` ### Phase 5: Quality & Review ```bash /code-review src/combat/ # Review code quality /design-review combat # Review design doc completeness /balance-check # Analyze game balance /perf-profile # Performance analysis /tech-debt # Identify technical debt /security-audit # Security review /consistency-check # Cross-system consistency ``` ### Phase 6: Testing ```bash /qa-plan # Create test strategy /smoke-check # Quick sanity tests /soak-test # Long-running stability test /regression-suite # Run full regression /test-setup # Configure test environment /test-helpers # Generate test utilities /test-evidence-review # Validate test coverage ``` **Example: QA workflow** ```bash # After implementing GAME-45 /story-done GAME-45 # Automatically: # 1. Runs /smoke-check on affected systems # 2. Checks test coverage (warns if <80%) # 3. Updates production/stories/GAME-45.md status # 4. Moves to "Ready for Review" ``` ### Phase 7: Release ```bash /release-checklist # Pre-release validation /launch-checklist # Launch day tasks /changelog # Generate changelog /patch-notes # Write player-facing notes /hotfix # Emergency fix workflow /day-one-patch # Plan day-one update ``` ## Team Coordination Commands For features requiring multiple departments: ```bash /team-combat # Combat system (design + gameplay + VFX + audio) /team-narrative # Story content (narrative + world-builder + writer) /team-ui # UI feature (ux-designer + ui-programmer + accessibility) /team-release # Release prep (all leads) /team-polish # Pre-launch polish (art + audio + QA) /team-level # Level creation (level-designer + technical-artist) /team-live-ops # Live service (live-ops-designer + analytics) /team-qa # Quality push (qa-lead + all testers) ``` **Example: Multi-agent feature** ```bash /team-combat # Spawns coordination team: # - systems-designer (mechanics) # - gameplay-programmer (implementation) # - technical-artist (VFX) # - sound-designer (audio) # - qa-tester (combat-specific tests) # Creates shared context document # Coordinates work phases # Ensures integration testing ``` ## Project Structure ``` my-game/ ├── CLAUDE.md # Master config (agent registry) ├── .claude/ │ ├── settings.json # Hooks, permissions, safety rules │ ├── agents/ # 49 agent definitions │ │ ├── creative-director.md │ │ ├── gameplay-programmer.md │ │ └── ... │ ├── skills/ # 73 slash commands │ │ ├── start/ │ │ │ ├── SKILL.md │ │ │ └── metadata.json │ │ └── ... │ ├── hooks/ # 12 automation hooks │ │ ├── validate-commit.sh │ │ ├── session-start.sh │ │ └── ... │ ├── rules/ # 11 coding standards │ │ ├── gameplay-code.md │ │ ├── engine-code.md │ │ └── ... │ └── docs/ │ ├── workflow-catalog.yaml │ └── templates/ # 41 doc templates ├── src/ # Game source code ├── assets/ # Art, audio, data ├── design/ # GDDs, narrative docs ├── docs/ # ADRs, technical docs ├── tests/ # Test suites ├── production/ # Sprint plans, stories └── prototypes/ # Isolated experiments ``` ## Configuration ### Engine Selection Edit `CLAUDE.md` to activate your engine's specialists: ```markdown ## Active Specialists ### Godot 4 - godot-specialist (tier-2-lead) - gdscript-programmer - shader-programmer - gdextension-programmer <!-- Disable unused engines: ### Unity - unity-specialist (tier-2-lead) ... --> ``` ### Hook Configuration Edit `.claude/settings.json`: ```json { "hooks": { "session.open": [".claude/hooks/session-start.sh"], "session.close": [".claude/hooks/session-stop.sh"], "preToolUse": { "Bash": [ ".claude/hooks/validate-commit.sh", ".claude/hooks/validate-push.sh" ] }, "postToolUse": { "WriteFile": [".claude/hooks/validate-assets.sh"], "EditFile": [".claude/hooks/validate-skill-change.sh"] } } } ``` ### Permission Rules ```json { "permissions": { "allowed_commands": [ "git status", "git log", "pytest tests/", "npm test" ], "blocked_paths": [ ".env", "secrets/", "production/credentials/" ] } } ``` ## Common Patterns ### Start New Game from Scratch ```bash /start # Choose: "No idea, just exploring" /brainstorm # Discuss concepts, pick one /map-systems # Define core systems /design-system [system-name] # Detail each system /create-architecture # Plan tech stack /setup-engine godot 4.6 # Configure engine /create-epics # Break into epics /create-stories [epic-name] # Generate user stories /sprint-plan # Plan first sprint ``` ### Import Existing Project ```bash /adopt # Scans src/, assets/, design/ # Detects gaps (missing GDDs, ADRs) # Suggests next steps /reverse-document src/combat/ # Generates design doc from code /architecture-review # Analyzes current structure # Recommends improvements ``` ### Daily Development Loop ```bash /sprint-status # See current sprint progress /dev-story GAME-67 # Implement next story /story-done GAME-67 # QA + mark complete /code-review src/inventory/ # Periodic quality check ``` ### Pre-Release Workflow ```bash /gate-check alpha # Validate alpha criteria /regression-suite # Full test pass /perf-profile # Performance validation /release-checklist alpha # Final checks /changelog # Generate changelog /patch-notes # Write player-facing notes ``` ## Real Code Examples ### Godot 4 Combat System (GDScript) ```gdscript # Generated by /dev-story GAME-12 (gameplay-programmer) # Design: design/systems/combat.md # ADR: docs/adr/0003-combat-state-machine.md class_name CombatController extends Node ## Combat state machine following design/systems/combat.md ## Manages turn order, damage resolution, status effects signal turn_started(combatant: Combatant) signal turn_ended(combatant: Combatant) signal combat_ended(victor: Team) enum CombatState { SETUP, PLAYER_TURN, ENEMY_TURN, RESOLUTION, ENDED } @export var turn_time_limit: float = 30.0 # From combat.md: 30s turn timer @export var damage_formula: DamageFormula # Injected, see ADR-0003 var _state: CombatState = CombatState.SETUP var _turn_queue: Array[Combatant] = [] var _active_combatant: Combatant func _ready() -> void: assert(damage_formula != null, "DamageFormula required") _initialize_turn_queue() func execute_action(action: CombatAction) -> void: # Validates action legality (design constraint: one action per turn) assert(action.actor == _active_combatant, "Not active combatant's turn") var result := damage_formula.calculate(action) _apply_damage(result) _check_status_effects() _end_turn() ``` ### Unity DOTS Combat (C#) ```csharp // Generated by /dev-story GAME-23 (dots-ecs-programmer) // Design: design/systems/combat.md // ADR: docs/adr/0005-dots-combat-architecture.md using Unity.Entities; using Unity.Mathematics; using Unity.Collections; [UpdateInGroup(typeof(SimulationSystemGroup))] public partial struct CombatResolutionSystem : ISystem { public void OnUpdate(ref SystemState state) { // Process all pending combat actions (batched per design/systems/combat.md) var ecb = new EntityCommandBuffer(Allocator.TempJob);
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