Donchitos / Claude-Code-Game-Studios
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
description README.md
Claude Code Game Studios
Turn a single Claude Code session into a full game development studio.
49 agents. 74 skills. One coordinated AI team.
Why This Exists
Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"
Claude Code Game Studios solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 49 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.
The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.
Table of Contents
- What's Included
- Studio Hierarchy
- Slash Commands
- Does it produce games, or documents?
- Getting Started
- Configuration
- Upgrading
- Project Structure
- How It Works
- Design Philosophy
- Customization
- Platform Support
- Community
- Supporting This Project
- License
What's Included
| Category | Count | Description |
|---|---|---|
| Agents | 49 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
| Skills | 74 | Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.) |
| Hooks | 12 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection |
| Rules | 13 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
| Templates | 39 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
Studio Hierarchy
Agents are organized into three tiers, matching how real studios operate:
Tier 1 — Directors
creative-director technical-director producer
Tier 2 — Department Leads
game-designer lead-programmer art-director
audio-director narrative-director qa-lead
release-manager localization-lead
Tier 3 — Specialists
gameplay-programmer engine-programmer ai-programmer
network-programmer tools-programmer ui-programmer
systems-designer level-designer economy-designer
technical-artist sound-designer writer
world-builder ux-designer prototyper
performance-analyst devops-engineer analytics-engineer
security-engineer qa-tester accessibility-specialist
live-ops-designer community-manager
Each agent declares a model in its frontmatter: the three directors ask for
Opus, lead-programmer and fifteen specialists name Sonnet, and the remaining thirty
inherit your session's model. Treat the tiers as seniority of role, not as
a billing plan — most of the studio runs on whatever model you are already using.
Engine Specialists
The template includes agent sets for all three major engines. Use the set that matches your project:
| Engine | Lead Agent | Sub-Specialists |
|---|---|---|
| Godot 4 | godot-specialist | GDScript, Shaders, GDExtension |
| Unity | unity-specialist | DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit |
| Unreal Engine 5 | unreal-specialist | GAS, Blueprints, Replication, UMG/CommonUI |
Slash Commands
Type / in Claude Code to access all 74 skills:
Onboarding & Navigation
/start /help /project-stage-detect /setup-engine /adopt /settings
Game Design
/brainstorm /map-systems /design-system /quick-design /review-all-gdds /propagate-design-change
Art & Assets
/art-bible /asset-spec /asset-audit
UX & Interface Design
/ux-design /ux-review
Architecture
/create-architecture /architecture-decision /architecture-review /create-control-manifest
Stories & Sprints
/create-epics /create-stories /dev-story /sprint-plan /sprint-status /story-readiness /story-done /estimate
Reviews & Analysis
/design-review /code-review /balance-check /content-audit /scope-check /perf-profile /tech-debt /gate-check /consistency-check /security-audit
QA & Testing
/qa-plan /smoke-check /soak-test /regression-suite /test-setup /test-helpers /test-evidence-review /test-flakiness /skill-test /skill-improve
Production
/milestone-review /retrospective /bug-report /bug-triage /reverse-document /playtest-report
Release
/release-checklist /launch-checklist /changelog /patch-notes /hotfix /day-one-patch
Creative & Content
/prototype /vertical-slice /onboard /localize
Team Orchestration (coordinate multiple agents on a single feature)
/team-combat /team-narrative /team-ui /team-release /team-polish /team-audio /team-level /team-live-ops /team-qa
Does it produce games, or documents?
A fair question, and the answer is a measurement rather than a sample project.
Four games were built from one brief at different modes.rigor levels and the
documents each wrote before its first line of game code were counted:
modes.rigor | Docs before first line of game code | Time |
|---|---|---|
minimal | 1 (the one-page brief) | 0 min |
standard | 30 | 58 min |
All of them produced a running, tested game. Two blind reviewers and a human
playtest then ranked the standard build last — the extra 29 documents
bought traceability, not a better game.
It runs the game and looks at it
The measurement above is about cost. The other half is whether the thing works,
and for a game that means someone has to look at it — a passing test says
nothing about a menu drawn off-screen. So 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 games themselves are deliberately not shipped he
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