Donchitos/Claude-Code-Game-StudiosPublic

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

AI summary: A coordinated multi-agent framework that transforms Claude Code into a complete virtual game development studio.

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ShellMITCreated Feb 12, 2026Last push 2mo agoLatest release v1.0.0+169 stars this week+204 this month

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since Mar 1, 2026
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23.7K stars as of Aug 6, 2026, tracked back to Mar 1, 2026. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

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Signals and awards

derived from tracked data
  • Widely adopted

    23,654 stars

  • Well documented

    High community health score

  • Permissive license

    MIT

  • Repeat trending

    9 trending appearances

What Claude-Code-Game-Studios does

Claude Code Game Studios structures a single AI coding session into a simulated game development studio featuring 49 distinct agent roles and 73 workflow skills. It implements a hierarchical coordination system that mirrors real-world studio departments, from narrative design to engine programming. The framework enforces strict operational rules and utilizes hooks to maintain context and direct communication between these simulated roles. By providing specific prompts and workflow definitions, it prevents the AI from losing focus during complex game development tasks. This structured approach allows developers to tackle ambitious game projects by effectively managing the AI's cognitive load.

Solo game developers, technical designers, and programmers utilizing Claude Code who want to structure large-scale game development tasks. Familiarity with standard game engine architectures is expected.

  • Role-Based Agents: Defines 49 specialized agent personas covering every aspect of game development from art direction to QA.
  • Workflow Coordination: Implements 73 specific skills to route tasks between the appropriate simulated departments.
  • Context Preservation Rules: Enforces 11 strict operational rules to ensure the AI maintains architectural consistency across long sessions.
  • Lifecycle Hooks: Utilizes 12 lifecycle hooks to trigger specific agent behaviors during different phases of the development process.
  • Engine Agnosticism: Provides structured workflows applicable to major engines including Unity, Godot, and Unreal Engine.

Where teams use it

Indie Game Prototyping

Solo developers utilize the framework to rapidly generate gameplay mechanics and architectural foundations across different game engines.

Narrative Systems Design

Game designers engage specific narrative agents to structure branching dialogue trees and complex quest logic.

Asset Pipeline Automation

Technical artists automate the conversion and optimization of game assets by coordinating the appropriate technical agents.

Complex Refactoring

Programmers offload the restructuring of intricate game state managers to specialized engine programming agents.

Getting started: Follow the setup instructions in the .claude directory to initialize the studio environment.

README

main branch

Claude Code Game Studios

Turn a single Claude Code session into a full game development studio.
49 agents. 73 skills. One coordinated AI team.

MIT License 49 Agents 73 Skills 12 Hooks 11 Rules Built for Claude Code Buy Me a Coffee GitHub Sponsors


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

Category Count Description
Agents 49 Specialized subagents across design, programming, art, audio, narrative, QA, and production
Skills 73 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 11 Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more
Templates 41 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 (Opus)
  creative-director    technical-director    producer

Tier 2 — Department Leads (Sonnet)
  game-designer        lead-programmer       art-director
  audio-director       narrative-director    qa-lead
  release-manager      localization-lead

Tier 3 — Specialists (Sonnet/Haiku)
  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

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 73 skills:

Onboarding & Navigation /start /help /project-stage-detect /setup-engine /adopt

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 /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

Getting Started

Prerequisites

  • Git
  • Claude Code (npm install -g @anthropic-ai/claude-code)
  • Recommended: jq (for hook validation) and Python 3 (for JSON validation)

All hooks fail gracefully if optional tools are missing — nothing breaks, you just lose validation.

Setup

  1. Clone or use as template:

    git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
    cd my-game
  2. Open Claude Code and start a session:

    claude
  3. Run /start — the system asks where you are (no idea, vague concept, clear design, existing work) and guides you to the right workflow. No assumptions.

    Or jump directly to a specific skill if you already know what you need:

    • /brainstorm — explore game ideas from scratch
    • /setup-engine godot 4.6 — configure your engine if you already know
    • /project-stage-detect — analyze an existing project

Upgrading

Already using an older version of this template? See UPGRADING.md for step-by-step migration instructions, a breakdown of what changed between versions, and which files are safe to overwrite vs. which need a manual merge.

Project Structure

CLAUDE.md                           # Master configuration
.claude/
  settings.json                     # Hooks, permissions, safety rules
  agents/                           # 49 agent definitions (markdown + YAML frontmatter)
  skills/                           # 73 slash commands (subdirectory per skill)
  hooks/                            # 12 hook scripts (bash, cross-platform)
  rules/                            # 11 path-scoped coding standards
  statusline.sh                     # Status line script (context%, model, stage, epic breadcrumb)
  docs/
    workflow-catalog.yaml           # 7-phase pipeline definition (read by /help)
    templates/                      # 41 document templates
src/                                # Game source code
assets/                             # Art, audio, VFX, shaders, data files
design/                             # GDDs, narrative docs, level designs
docs/                               # Technical documentation and ADRs
tests/                              # Test suites (unit, integration, performance, playtest)
tools/                              # Build and pipeline tools
prototypes/                         # Throwaway prototypes (isolated from src/)
production/                         # Sprint plans, milestones, release tracking

How It Works

Agent Coordination

Agents follow a structured delegation model:

  1. Vertical delegation — directors delegate to leads, leads delegate to specialists
  2. Horizontal consultation — same-tier agents can consult each other but can't make binding cross-domain decisions
  3. Conflict resolution — disagreements escalate up to the shared parent (creative-director for design, technical-director for technical)
  4. Change propagation — cross-department changes are coordinated by producer
  5. Domain boundaries — agents don't modify files outside their domain without explicit delegation

Collaborative, Not Autonomous

This is not an auto-pilot system. Every agent follows a strict collaboration protocol:

  1. Ask — agents ask questions before proposing solutions
  2. Present options — agents show 2-4 options with pros/cons
  3. You decide — the user always makes the call
  4. Draft — agents show work before finalizing
  5. Approve — nothing gets written without your sign-off

You stay in control. The agents provide structure and expertise, not autonomy.

Automated Safety

Hooks run automatically on every session:

Hook Trigger What It Does
validate-commit.sh PreToolUse (Bash) Checks for hardcoded values, TODO format, JSON validity, design doc sections — exits early if the command is not git commit
validate-push.sh PreToolUse (Bash) Warns on pushes to protected branches — exits early if the command is not git push
validate-assets.sh PostToolUse (Write/Edit) Validates naming conventions and JSON structure — exits early if the file is not in assets/
session-start.sh Session open Shows current branch and recent commits for orientation
detect-gaps.sh Session open Detects fresh projects (suggests /start) and missing design docs when code or prototypes exist
pre-compact.sh Before compaction Preserves session progress notes
post-compact.sh After compaction Reminds Claude to restore session state from active.md
notify.sh Notification event Shows Windows toast notification via PowerShell
session-stop.sh Session close Archives active.md to session log and records git activity
log-agent.sh Agent spawned Audit trail start — logs subagent invocation
log-agent-stop.sh Agent stops Audit trail stop — completes subagent record
validate-skill-change.sh PostToolUse (Write/Edit) Advises running /skill-test after any .claude/skills/ change

Note: validate-commit.sh, validate-assets.sh, and validate-skill-change.sh fire on every Bash/Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.

Permission rules in settings.json auto-allow safe operations (git status, test runs) and block dangerous ones (force push, rm -rf, reading .env files).

Path-Scoped Rules

Coding standards are automatically enforced based on file location:

Path Enforces
src/gameplay/** Data-driven values, delta time usage, no UI references
src/core/** Zero allocations in hot paths, thread safety, API stability
src/ai/** Performance budgets, debuggability, data-driven parameters
src/networking/** Server-authoritative, versioned messages, security
src/ui/** No game state ownership, localization-ready, accessibility
design/gdd/** Required 8 sections, formula format, edge cases
tests/** Test naming, coverage requirements, fixture patterns
prototypes/** Relaxed standards, README required, hypothesis documented

Design Philosophy

This template is grounded in professional game development practices:

  • MDA Framework — Mechanics, Dynamics, Aesthetics analysis for game design
  • Self-Determination Theory — Autonomy, Competence, Relatedness for player motivation
  • Flow State Design — Challenge-skill balance for player engagement
  • Bartle Player Types — Audience targeting and validation
  • Verification-Driven Development — Tests first, then implementation

Customization

This is a template, not a locked framework. Everything is meant to be customized:

  • Add/remove agents — delete agent files you don't need, add new ones for your domains
  • Edit agent prompts — tune agent behavior, add project-specific knowledge
  • Modify skills — adjust workflows to match your team's process
  • Add rules — create new path-scoped rules for your project's directory structure
  • Tune hooks — adjust validation strictness, add new checks
  • Pick your engine — use the Godot, Unity, or Unreal agent set (or none)
  • Set review intensityfull (all director gates), lean (phase gates only), or solo (none). Set during /start or edit production/review-mode.txt. Override per-run with --review solo on any skill.

Platform Support

Primary development and testing on Windows 10 with Git Bash. All hooks use POSIX-compatible patterns (grep -E, not grep -P) and include fallbacks for missing tools, so they should run on macOS and Linux. The notify.sh hook uses PowerShell for Windows toast notifications and is a no-op elsewhere — desktop notifications on macOS/Linux are not yet wired. Cross-platform testing is ongoing; please file issues for any platform-specific breakage.

Community


Supporting This Project

Claude Code Game Studios is free and open source. If it saves you time or helps you ship your game, consider supporting continued development:

Buy Me a Coffee   GitHub Sponsors

Sponsorships help fund time spent maintaining skills, adding new agents, keeping up with Claude Code and engine API changes, and responding to community issues.


Built for Claude Code. Maintained and extended — contributions welcome via GitHub Discussions.

License

MIT License. See LICENSE for details.

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Releases and announcements

5 total
  1. First stable release. Upgraders from `v1.0.0-beta`: see [UPGRADING.md](./UPGRADING.md#v100-beta--v10). ### Headline changes **`/prototype` and `/vertical-slice` are now two distinct gates** - `/prototype` = **concept prototype**, run after `/brainstorm` and before GDDs. New HTML / Engine / Paper paths. New `--spike` mode for ad-hoc mid-project technical questions. - `/vertical-slice` = brand-new pre-production gate. Production-quality end-to-end build that validates the full game loop before Production commits. - `prototyper` agent rewritten to operate in both modes. - Two new templates (`prototype-report.md`, `vertical-slice-report.md`) and two new coordination patterns (8, 8b). **Pre-production workflow restructured** (`workflow-catalog.yaml`) - New entity-inventory step before asset/UX authoring. - UX specs minimum raised to 3 (main menu + HUD + pause). - `prototype` step now optional in pre-production (it runs earlier). - `vertical-slice` step rewired to the new skill. - Solo-dev skip language throughout. ### Polish - `AskUserQuestion` widgets added to 7 skills that were missing them. - `--review full|lean|solo` flag now visible in argument-hints for all `team-*` skills. -

  2. v1.0.0-beta — Claude Code Game Studiosv1.0.0-betaApr 7, 2026pre-release

    > **This is a beta release.** The system is functional and has been through a full QA pass, but some rough edges remain. We welcome bug reports, feedback, and contributions. Expect things to evolve rapidly before v1.0 stable. Claude Code Game Studios is a game development studio framework for Claude Code — 48 coordinated subagents and 70+ workflow skills covering every phase of indie game development, from concept through live ops. --- ## What's New Since v0.3.0 This release encompasses **25 commits** of development organized across new skills, agents, infrastructure, and a full QA pass. --- ### New Skills (33 added, 1 removed) **Implementation pipeline:** - `/dev-story` — reads a story, loads full context (TR registry, ADR, control manifest, engine prefs), routes to the correct programmer agent via Task, drives implementation through to test - `/create-epics` — architect-level epic scoping, one epic per module - `/create-stories` — decomposes a single epic into story files with TR-ID references and test evidence paths - `/quick-design` — lightweight spec path for small changes; bypasses the full GDD pipeline **Story lifecycle:** - `/story-readiness` — validates a story is

  3. ## What's New ### New Skills - **`/design-system`** — Guided, section-by-section GDD authoring. Walks through all 8 required sections collaboratively, writes each to file immediately on approval, and survives session crashes via file-backed state. - **`/map-systems`** — Renamed from `/design-systems` for clarity. Decomposes a game concept into a full systems index with dependency mapping, priority tiers, and design order. ### Custom Status Line - `statusline.sh` displays a 7-stage production pipeline breadcrumb in the terminal footer - Auto-detects project stage from artifacts, or reads from `production/stage.txt` - In Production/Polish/Release stages, shows Epic > Feature > Task breadcrumb from `active.md` ### UPGRADING.md - New migration guide covering both v0.1→v0.2 and v0.2→v0.3 - Documents breaking rename (`/design-systems` → `/map-systems`), new files, and safe-to-overwrite lists ### Bug Fixes - `log-agent.sh` and `validate-commit.sh` hook execution fixed - Cross-reference gaps repaired across skills - Stale workflow chain links updated ## Breaking Changes `/design-systems` has been renamed to `/map-systems`. Update any saved notes or scripts that invoke the old name.

  4. ## What's New ### Context Resilience (Phase 8) - **File-backed session state** at `production/session-state/active.md` — work survives context compaction and session crashes - **Incremental document writing** — agents write sections to disk as they're approved, not all at once at the end - **Auto-recovery hooks** — `session-start.sh` detects and previews previous session state; `pre-compact.sh` dumps context before compaction ### AskUserQuestion Integration - Explicit `AskUserQuestion` tool usage added to **26 files** (14 agents, 8 skills, 3 protocol templates, 1 principle doc) - Enforces the **Explain → Capture** pattern: full analysis in conversation, then structured UI picker for decisions - Design/creative agents use it at every decision point; team skills at phase transitions ### `/design-systems` Skill - Bridges **game concept → per-system GDDs** with professional studio methodology - New `systems-index.md` template: enumeration, categories, priority tiers, dependency map, design order - 3 modes: `map` (full decomposition), `[system-name]` (design specific), `next` (highest-priority) - Each completed GDD passes `/design-review` before the next system starts - Pre-productio

  5. # Claude Code Game Studios v0.1.0 First public release of the game studio agent architecture for Claude Code. ## What's Included - **48 agents** — specialized subagents organized into a 3-tier studio hierarchy (directors, department leads, specialists) - **35 skills** — slash commands for reviews, production, creative workflows, team orchestration, and more - **8 hooks** — automated validation on commits, pushes, asset changes, and session lifecycle - **11 rules** — path-scoped coding standards enforced automatically when editing files - **28 templates** — document templates for GDDs, ADRs, sprint plans, economy models, and more - **3 engine support** — agent sets for Godot 4, Unity, and Unreal Engine 5 with engine-specific sub-specialists ## Getting Started ```bash git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game cd my-game claude ``` Then run `/start` to begin the guided onboarding flow. ## Notes This is an early release. The architecture is functional and usable today, but expect changes as the system evolves. Feedback and contributions are welcome via [GitHub Issues](https://github.com/Donchitos/Claude-Code-Game-Studios/issues) and [Discussion

Code frequency

additions and deletions
+33.2K-33.2KWeek of 2026-02-08: +33,180 linesWeek of 2026-02-08: -1,280 linesWeek of 2026-02-15: +1,455 linesWeek of 2026-02-15: -171 linesWeek of 2026-02-22: +0 linesWeek of 2026-02-22: -0 linesWeek of 2026-03-01: +0 linesWeek of 2026-03-01: -0 linesWeek of 2026-03-08: +15,943 linesWeek of 2026-03-08: -1,920 linesWeek of 2026-03-15: +4,998 linesWeek of 2026-03-15: -661 linesWeek of 2026-03-22: +3,941 linesWeek of 2026-03-22: -1,265 linesWeek of 2026-03-29: +1,160 linesWeek of 2026-03-29: -126 linesWeek of 2026-04-05: +23,536 linesWeek of 2026-04-05: -2,076 linesWeek of 2026-04-12: +0 linesWeek of 2026-04-12: -0 linesWeek of 2026-04-19: +2 linesWeek of 2026-04-19: -2 linesWeek of 2026-04-26: +58 linesWeek of 2026-04-26: -2 linesWeek of 2026-05-03: +17 linesWeek of 2026-05-03: -17 linesWeek of 2026-05-10: +2,894 linesWeek of 2026-05-10: -721 linesWeek of 2026-05-17: +0 linesWeek of 2026-05-17: -0 linesWeek of 2026-05-24: +0 linesWeek of 2026-05-24: -0 linesWeek of 2026-05-31: +0 linesWeek of 2026-05-31: -0 linesWeek of 2026-06-07: +0 linesWeek of 2026-06-07: -0 linesWeek of 2026-06-14: +0 linesWeek of 2026-06-14: -0 linesWeek of 2026-06-21: +0 linesWeek of 2026-06-21: -0 linesWeek of 2026-06-28: +0 linesWeek of 2026-06-28: -0 linesWeek of 2026-07-05: +0 linesWeek of 2026-07-05: -0 linesWeek of 2026-07-12: +0 linesWeek of 2026-07-12: -0 linesWeek of 2026-07-19: +0 linesWeek of 2026-07-19: -0 linesWeek of 2026-07-26: +0 linesWeek of 2026-07-26: -0 linesFeb 8, 2026Jul 26, 2026
+87.2K lines added, -8.2K removed over the last year.

Commits per week

last 52 weeks
100Week of 2025-08-02: 0 commitsWeek of 2025-08-09: 0 commitsWeek of 2025-08-16: 0 commitsWeek of 2025-08-23: 0 commitsWeek of 2025-08-30: 0 commitsWeek of 2025-09-06: 0 commitsWeek of 2025-09-13: 0 commitsWeek of 2025-09-20: 0 commitsWeek of 2025-09-27: 0 commitsWeek of 2025-10-04: 0 commitsWeek of 2025-10-11: 0 commitsWeek of 2025-10-18: 0 commitsWeek of 2025-10-25: 0 commitsWeek of 2025-11-01: 0 commitsWeek of 2025-11-09: 0 commitsWeek of 2025-11-16: 0 commitsWeek of 2025-11-23: 0 commitsWeek of 2025-11-30: 0 commitsWeek of 2025-12-07: 0 commitsWeek of 2025-12-14: 0 commitsWeek of 2025-12-21: 0 commitsWeek of 2025-12-28: 0 commitsWeek of 2026-01-04: 0 commitsWeek of 2026-01-11: 0 commitsWeek of 2026-01-18: 0 commitsWeek of 2026-01-25: 0 commitsWeek of 2026-02-01: 0 commitsWeek of 2026-02-08: 3 commitsWeek of 2026-02-15: 1 commitsWeek of 2026-02-22: 0 commitsWeek of 2026-03-01: 0 commitsWeek of 2026-03-08: 10 commitsWeek of 2026-03-15: 7 commitsWeek of 2026-03-22: 4 commitsWeek of 2026-03-29: 2 commitsWeek of 2026-04-05: 5 commitsWeek of 2026-04-12: 0 commitsWeek of 2026-04-19: 1 commitsWeek of 2026-04-26: 2 commitsWeek of 2026-05-03: 1 commitsWeek of 2026-05-10: 1 commitsWeek of 2026-05-17: 0 commitsWeek of 2026-05-24: 0 commitsWeek of 2026-05-31: 0 commitsWeek of 2026-06-07: 0 commitsWeek of 2026-06-14: 0 commitsWeek of 2026-06-21: 0 commitsWeek of 2026-06-28: 0 commitsWeek of 2026-07-05: 0 commitsWeek of 2026-07-12: 0 commitsWeek of 2026-07-19: 0 commitsWeek of 2026-07-26: 0 commitsAug 2, 2025Jul 26, 2026
37 commits in the last 52 weeks.

When work happens

weekday and hour
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Commit volume by weekday and hour (UTC). Larger dots mean more commits.

Who is committing

last 52 weeks
Maintainer commits38 (100%)
Community commits0 (0%)

38 commits in total over the last year.

DateListRankStars gained
Apr 20, 2026daily#11+173
Apr 19, 2026daily#19+184
Apr 18, 2026daily#23+190
Apr 16, 2026daily#16+119
Mar 26, 2026daily#10+124
Mar 25, 2026daily#18+108
Mar 23, 2026daily#17+140
Mar 22, 2026daily#18+240
Mar 21, 2026daily#19+201
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