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game-studio
Route a game brief to a gated, engine-agnostic pipeline.
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Route a game brief to a gated, engine-agnostic pipeline.
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Route orchestrated work across the installed seats.
DSpark: DeepSeek speculative decoding — 60-85% faster inference, identical outputs.
Talk like Breadstick Ricky from Breadstick Ricky & The Boss — the default "Ricky" register for Muse. Load when Jeremiah wants Muse's normal conversational personality (excitable, confident, colorful, high-energy) — while staying honest and competent.
Run Karpathy's autoresearch loop — autonomous 5-minute pretraining experiments on the vendored nanochat-style engine — inside a disposable workspace, governed by muse's cost ceiling, VRAM feasibility gate, and benchmark gate, with every experiment on the flywheel. The winning train.py surfaces as an owner-gated proposal; val_bpb LOWER is better; nothing is ever applied without the owner.
Turn a prompt packet into a gated, ledgered Unreal Engine 5 offscreen render.
Poll RSS, JSON APIs, and GitHub with watermark dedup.
| name | game-studio |
| description | Route a game brief to a gated, engine-agnostic pipeline. |
| version | 1.0.0 |
| author | Jeremiah Echerd + Hermes Agent |
| license | MIT |
| platforms | ["linux","macos","windows"] |
| metadata | {"hermes":{"category":"creative","tags":["game","gamedev","studio","ue5","godot","unity","3d","graphics","orchestrator","creative","council"],"activation_phrases":["make a game","build a game","create a game","game studio","vertical slice","prototype a game","greybox a level","design a game","build the vertical slice","generate a 3d asset"],"related_skills":["ue5-render","comfyui","aos-enterprise-council","kanban-orchestrator"]}} |
muse's apex-grade surface for orchestrating the production of a graphically
state-of-the-art PC game. It routes a one-line brief through a gated,
engine-agnostic pipeline that reuses the existing agent/studio/ production DAG,
the ue5-render skill (Unreal Nanite/Lumen — the SOTA-graphics path), the
comfyui skill (textures/concept/audio), and the asset3d_generate tool
(text-to-3D meshes).
A single agent turn cannot literally ship a 100-person, $100M AAA title.
What this skill does is drive every step of the production pipeline through
SOTA generative + engine APIs, so the system goes from one-line brief →
GDD + concept art + 3D assets + greybox level + gameplay systems + lighting +
audio → a playable, runnable vertical slice in one orchestrated, gated,
ledgered run. Quality scales with the model and engine access you point it at.
The same framing the underlying engine uses (docs/studio/README.md).
Do not claim a build that did not happen. No "the game is built" without the
export log + the artifact listing in the same message (the ue5-render
"verify, don't vibe" rule).
On any of the activation phrases above — "make a game", "build a vertical slice", "greybox a level", "generate a 3D asset", etc.
This skill is a routing layer (same stance as aos-enterprise-council). It
does not write code/assets itself — it dispatches to the agent roles in
agents/<role>.md via delegate_task, enforces maker-checker, and records the
routing decision to memory under game-studio/<slug>/.
| Request signal | Primary roles dispatched |
|---|---|
| "make/build/create a game", "vertical slice" | studio-director → game-designer → graphics-tech-artist + 3d-asset-artist → level-designer → gameplay-engineer → audio-designer → qa-playtest → build-release-engineer |
| "design a game" / GDD only | game-designer (+ studio-director for scope) |
| "greybox a level" / "blockout" | level-designer + gameplay-engineer |
| "make this look SOTA" / lighting / materials | graphics-tech-artist + art-direction (UE5 path via ue5-render) |
| "generate a 3D asset" | 3d-asset-artist (uses the asset3d_generate tool) |
| "add music / SFX" | audio-designer (uses comfyui audio) |
| "build & ship the slice" | build-release-engineer (owner-gated) |
For lightweight asks the chain collapses to: studio-director (scope) →
the single relevant role → qa-playtest.
Engines are pluggable worker profiles (hermes_cli/profiles.py), so
/orchestrate + kanban_decompose route to them by name:
| Profile | Engine | Status here |
|---|---|---|
game-godot | Godot 4 | The only headless-verifiable path in this environment / CI (godot --headless --export). Default for the vertical slice. |
game-ue5 | Unreal Engine 5 | The documented SOTA-graphics path (Nanite/Lumen/MetaHuman). Requires an owner-provided GPU + licensed engine host; drives renders via the ue5-render skill. |
game-unity | Unity 6 | Documented profile only. |
See ../../../docs/game-studio/engine-profiles.md for the reference
profiles: config snippet.
kanban_decompose
(hermes_cli/kanban_decompose.py); it routes child tasks to the engine
profile names above and to the role agents.assets/, levels/, audio/), so fan them out via /swarm
(hermes_cli/swarm/ — git worktrees over proven-disjoint globs). The
studio-director declares the file domains before fan-out (the
single-writer / disjoint-ownership contract in CLAUDE.md).agent/studio/ (StudioOrchestrator.produce_game()); this skill is the
muse-facing persona + gate layer on top of it.These are owner-gated (docs/jarvis-verification-gates.md, Owner Approval
Gate). Defer until the owner replies exactly Yes, with authorization.
MUSE_GAME_ALLOW_SPAWN=1 (modeled on ue5-render's
MUSE_UE5_ALLOW_SPAWN). Without the grant, scripts/export_godot_slice.py
dry-runs: it prints the exact command and reports spawned: false.est_cost_usd before bulk generation.README.Classify scope (full game vs slice vs single asset) — studio-director.
Pick the engine profile (default game-godot here).
Run the pipeline in workflows/game-production-pipeline.md, honoring the
gates above. To execute the generative DAG end-to-end from a brief, use
scripts/run_pipeline.py (stub-safe; --offline forces zero-spend dry-run):
python scripts/run_pipeline.py --title "Aether Drift" --genre "sci-fi explorer" \
--engine godot --core-loop "scan, salvage, upgrade" --offline
Produce + verify the artifact. For the reference slice, run
scripts/export_godot_slice.py (gated) and scripts/verify_slice.py.
Role agents emit structured, gate-ready artifacts from templates/:
| Template | Owner role | Purpose |
|---|---|---|
game-design-document.md | game-designer | The GDD (matches the sections the studio DAG generates). |
art-direction-brief.md | graphics-tech-artist + audio-designer | Locks the look + sound so assets stay coherent. |
vertical-slice-checklist.md | qa-playtest | Evidence-backed acceptance gate for the slice. |
asset-provenance-log.md | 3d-asset-artist + audio-designer | Backs the asset-licensing owner gate. |
skills/creative/game-studio/reference-slice/ exports
to a non-empty build/slice.x86_64 and scripts/verify_slice.py passes.tests/skills/test_game_studio_skill.py,
tests/skills/test_game_studio_slice.py.