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name
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
triggers
["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"]
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.
# 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
game-designer:# Owns systems design, balancelead-programmer:# Code architecture, tech stack decisionsart-director:# Visual style, asset pipelineaudio-director:# Audio design, implementation strategynarrative-director:# Story structure, dialogue systemsqa-lead:# Test strategy, quality gatesrelease-manager:# Build pipeline, deploymentlocalization-lead:# i18n strategy, text management
Tier 3 — Specialists (Sonnet/Haiku Model)
# Programminggameplay-programmer,engine-programmer,ai-programmer,network-programmer,tools-programmer,ui-programmer# Designsystems-designer,level-designer,economy-designer,live-ops-designer,ux-designer# Art & Audiotechnical-artist,sound-designer# Production & QAqa-tester,accessibility-specialist,performance-analyst,devops-engineer,analytics-engineer,security-engineer,community-manager# Contentwriter,world-builder,prototyper
/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
# 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
/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
/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
/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
/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
# 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"
/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
/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
/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
/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)
# 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#)
// Generated by /dev-story GAME-23 (dots-ecs-programmer)// Design: design/systems/combat.md// ADR: docs/adr/0005-dots-combat-architecture.mdusing Unity.Entities;
using Unity.Mathematics;
using Unity.Collections;
[UpdateInGroup(typeof(SimulationSystemGroup))]
publicpartialstruct CombatResolutionSystem : ISystem
{
publicvoidOnUpdate(ref SystemState state)
{
// Process all pending combat actions (batched per design/systems/combat.md)var ecb = new EntityCommandBuffer(Allocator.TempJob);
foreach (var (action, entity) in
SystemAPI.Query<RefRO<CombatAction>>()
.WithEntityAccess())
{
// Calculate damage using formula from combat.mdvar damage = CalculateDamage(
action.ValueRO.AttackerPower,
action.ValueRO.DefenderArmor,
action.ValueRO.CriticalChance
);
// Apply damage to target (buffered to avoid structural changes)
ecb.SetComponent(action.ValueRO.Target, new Health
{
Current = math.max(0, GetHealth(action.ValueRO.Target) - damage)
});
// Remove processed action
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
privatefloatCalculateDamage(float power, float armor, float critChance)
{
// Formula from design/systems/combat.md section 3.2var baseDamage = power * (100f / (100f + armor));
var isCrit = UnityEngine.Random.value < critChance;
return baseDamage * (isCrit ? 1.5f : 1.0f); // 150% crit multiplier per design
}
}
Unreal Engine 5 GAS Ability (C++)
// Generated by /dev-story GAME-34 (gas-programmer)// Design: design/systems/combat.md// ADR: docs/adr/0007-gas-ability-system.md#pragma once#include"CoreMinimal.h"#include"Abilities/GameplayAbility.h"#include"MeleeAttackAbility.generated.h"/**
* Melee attack ability implementing design/systems/combat.md
* Uses GAS for damage calculation, status effects, cooldowns
*/UCLASS()
classMYGAME_API UMeleeAttackAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMeleeAttackAbility();
virtualvoidActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData
)override;
protected:
/** Base damage (modified by GE_DamageCalculation) */UPROPERTY(EditDefaultsOnly, Category = "Combat")
float BaseDamage = 10.0f;
/** Attack range in cm (from combat.md: 200cm melee range) */UPROPERTY(EditDefaultsOnly, Category = "Combat")
float AttackRange = 200.0f;
/** Damage calculation gameplay effect */UPROPERTY(EditDefaultsOnly, Category = "Combat")
TSubclassOf<UGameplayEffect> DamageEffectClass;
private:
voidApplyDamageToTarget(AActor* Target);
boolIsInAttackRange(AActor* Target)const;
};
Troubleshooting
Hooks Not Running
# Check hook permissionsls -l .claude/hooks/
# Should be -rwxr-xr-x (executable)# Make executable if neededchmod +x .claude/hooks/*.sh
# Test individual hook
.claude/hooks/validate-commit.sh
Agent Not Found
# Verify agent existsls .claude/agents/ | grep gameplay-programmer
# Check CLAUDE.md registry
grep "gameplay-programmer" CLAUDE.md
# If missing, agent was removed — restore from template or create custom
Skill Fails to Load
# Validate skill metadatacat .claude/skills/dev-story/metadata.json | jq .
# Check for syntax errors
python3 -m json.tool .claude/skills/dev-story/metadata.json
# Test skill in isolation
/skill-test dev-story
# Fix issues, then re-test
/skill-improve dev-story
Validation Errors on Commit
# Hook found issues — read output
git commit -m "Add combat system"# ❌ Validation failed: Hardcoded magic number in src/combat/damage.gd:42# Fix the issue# Replace: var damage = power * 1.5# With: const CRIT_MULTIPLIER = 1.5; var damage = power * CRIT_MULTIPLIER# Commit again
git commit -m "Add combat system"# ✅ Validation passed
Context Limit Warnings
# Project grew too large for context window# Compact session history (preserves active.md)
claude compact
# Or work in focused mode (single epic)
/sprint-plan
# Select subset of stories to minimize loaded context
Engine Specialist Not Available
# Check CLAUDE.md for active specialists# If godot-specialist is commented out:## Active Specialists<!--### Godot 4-godot-specialist--># Uncomment to activate:### Godot 4-godot-specialist(tier-2-lead)-gdscript-programmer-shader-programmer