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game-studio
Route a game brief to a gated, engine-agnostic pipeline.
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
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Route a game brief to a gated, engine-agnostic pipeline.
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
Basado en la clasificación ocupacional SOC
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.