Donchitos / Claude-Code-Game-Studios
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git
v1.2.0 · 1d ago
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Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
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LanguageShell
LicenseMIT
Created2026-02-12 (8mo ago)
Last push1d ago
Watchers191
OwnerUser
Seen on GitHub Trending
- 2026-10-20 — #1 monthly in shell · +1,799 ★
- 2026-10-20 — #6 weekly in shell · +673 ★
GitHub topics
ai-agentsai-assisted-developmentanthropicclaudeclaude-codegame-designgame-developmentgamedevgodotindie-game-devunityunreal-engine
Links
README excerpt
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** | 15 | Automated validation on commits, pushes, asset changes, design-doc reads, writes and registries, session lifecycle, agent audit trail, and gap detection | | **Rules** | 14 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, scene and asset files, and more | | **Templates** | 62 | 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: [code] 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, Repl