claude-code-game-studios

SkillAI & models

Trending Claude Code skills

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the claude-code-game-studios skill

What this skill tells your AI

The instructions your AI receives, as published by aradotso/trending-skills in skills/claude-code-game-studios/SKILL.md and read by ahel’s review.

---
name: claude-code-game-studios
description: Turn Claude Code into a full 49-agent game dev studio with 72 workflow skills, automated hooks, and a real studio hierarchy for Godot, Unity, and Unreal projects.
triggers:
  - "set up claude code game studios"
  - "use ai agents for game development"
  - "set up game dev studio with claude"
  - "add game studio agents to my project"
  - "how do I use claude code for game dev"
  - "set up godot unity unreal ai workflow"
  - "49 agents game studio claude"
  - "game development ai coordination system"
---

# Claude Code Game Studios

> Skill by [ara.so](https://ara.so) — Daily 2026 Skills collection.

Claude Code Game Studios transforms a single Claude Code session into a structured game development studio with 49 specialized AI agents, 72 workflow slash commands, 12 automated safety hooks, and 11 path-scoped coding rules — mirroring a real studio hierarchy across design, programming, art, audio, narrative, QA, and production.

---

## Installation

### New Project

```bash
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
claude

Then type /start inside Claude Code.

Add to an Existing Project

# Copy only the studio infrastructure (no src/ or assets/ overwrite)
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git _studio_tmp
cp -r _studio_tmp/.claude ./
cp _studio_tmp/CLAUDE.md ./CLAUDE.md
rm -rf _studio_tmp

claude
# Then run:
/adopt        # Detects existing code and maps it into the studio structure

Prerequisites

# Required
npm install -g @anthropic-ai/claude-code

# Recommended (hooks fail gracefully without these)
brew install jq          # macOS
sudo apt install jq      # Linux
# Python 3 — usually pre-installed

Studio Hierarchy

Agents are tiered by responsibility and model:

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 Specialist Sets

EngineLead AgentSub-Specialists
Godot 4godot-specialistGDScript, Shaders, GDExtension
Unityunity-specialistDOTS/ECS, Shaders/VFX, Addressables, UI Toolkit
Unreal Engine 5unreal-specialistGAS, Blueprints, Replication, UMG/CommonUI

Key Slash Commands

Type / in Claude Code to access all 72 skills. The most important ones:

Onboarding

/start                    # Guided entry — asks where you are, routes you correctly
/help                     # Shows 7-phase pipeline and available skills
/project-stage-detect     # Analyzes an existing project and suggests next steps
/setup-engine godot 4.6   # Configures engine-specific agents and rules
/adopt                    # Integrates existing code/assets into the studio structure

Game Design

/brainstorm               # Explore game ideas from scratch with creative-director
/map-systems              # Visualize system dependencies across the game
/design-system <name>     # Deep-dive design for a specific system (combat, economy, etc.)
/quick-design             # Rapid design doc for a small feature
/review-all-gdds          # Audit consistency across all Game Design Documents
/propagate-design-change  # Coordinate a design change across affected departments

Stories & Sprints

/create-epics             # Break down the GDD into epics
/create-stories           # Decompose an epic into user stories
/dev-story <id>           # Start development on a story (branches, scaffolding, context)
/story-done <id>          # Close a story (tests, docs, PR checklist)
/sprint-plan              # Build a sprint from the backlog
/sprint-status            # Show current sprint health
/estimate <story-id>      # Get effort estimates with rationale

Code & Architecture

/create-architecture      # Generate technical architecture for the project
/architecture-decision    # Record an ADR (Architecture Decision Record)
/architecture-review      # Audit current architecture against the design
/code-review              # Review a file or diff with lead-programmer
/tech-debt                # Identify and prioritize technical debt
/perf-profile             # Analyze performance bottlenecks

QA & Testing

/qa-plan                  # Generate a QA plan for a feature or milestone
/smoke-check              # Fast sanity check — critical paths only
/regression-suite         # Full regression test generation
/test-setup               # Scaffold test infrastructure for the project
/test-evidence-review     # Review test results and flag gaps
/skill-test               # Test a skill after modifying it
/skill-improve            # Improve a skill based on test results

Team Orchestration

These coordinate multiple agents simultaneously on a single feature:

/team-combat              # Spawns: gameplay-programmer + systems-designer + qa-tester
/team-narrative           # Spawns: writer + world-builder + narrative-director
/team-ui                  # Spawns: ui-programmer + ux-designer + accessibility-specialist
/team-release             # Spawns: release-manager + devops-engineer + qa-lead
/team-polish              # Spawns: performance-analyst + technical-artist + qa-tester
/team-audio               # Spawns: audio-director + sound-designer
/team-level               # Spawns: level-designer + world-builder + technical-artist
/team-live-ops            # Spawns: live-ops-designer + analytics-engineer + community-manager
/team-qa                  # Spawns: qa-lead + qa-tester + performance-analyst

Release

/release-checklist        # Full pre-release gate check
/launch-checklist         # Day-of-launch verification
/changelog                # Generate changelog from git history
/patch-notes              # Player-facing patch notes from commits
/hotfix <issue>           # Scoped emergency fix workflow

Project Structure

CLAUDE.md                         # Master studio configuration
.claude/
  settings.json                   # Hooks, permissions, safety rules
  agents/                         # 49 agent definitions (.md + YAML frontmatter)
  skills/                         # 72 slash commands (one subdirectory per skill)
  hooks/                          # 12 hook scripts (bash)
  rules/                          # 11 path-scoped coding standards
  statusline.sh                   # Shows context%, model, stage, epic breadcrumb
  docs/
    workflow-catalog.yaml         # 7-phase pipeline (read by /help)
    templates/                    # 39 document templates (GDDs, ADRs, specs, etc.)
src/                              # Game source code
assets/                           # Art, audio, VFX, shaders, data
design/                           # GDDs, narrative docs, level designs
docs/                             # Technical docs and ADRs
tests/                            # Unit, integration, performance, playtest suites
tools/                            # Build and pipeline tools
prototypes/                       # Isolated throwaway prototypes
production/                       # Sprint plans, milestones, release tracking

How Agents Are Defined

Each agent is a Markdown file in .claude/agents/ with YAML frontmatter:

---
name: gameplay-programmer
tier: 3
model: claude-sonnet
lead: lead-programmer
domain: src/gameplay/
---

# Gameplay Programmer

Owns all gameplay mechanics code. Consults systems-designer for balance,
escalates architectural decisions to lead-programmer.

## Responsibilities
- Implement player controller, abilities, and interactions
- Write unit tests for all gameplay systems
- Profile and optimize hot paths in gameplay code

## Escalation
- Cross-domain changes → lead-programmer
- Balance implications → systems-designer
- Vision conflicts → creative-director (via lead-programmer)

Calling a Specific Agent

Inside Claude Code, reference agents by name:

@godot-specialist implement a state machine for the player character
@qa-lead create a test plan for the inventory system
@technical-director review the multiplayer architecture

Agent Coordination Model

Vertical delegation:    directors → leads → specialists
Horizontal consultation: same-tier agents can consult, not decide
Conflict resolution:    escalate to shared parent director
Change propagation:     cross-department changes go through producer
Domain boundaries:      agents only modify files in their domain/

Collaboration Protocol (All Agents)

Every agent follows this sequence — nothing is written without your approval:

  1. Ask clarifying questions before proposing
  2. Present 2–4 options with pros/cons
  3. You decide — user always makes the call
  4. Draft — agent shows work before finalizing
  5. Approve — explicit sign-off before any file changes

Automated Hooks

Hooks fire automatically during your session:

HookTriggerPurpose
validate-commit.shPreToolUse (Bash: git commit)Checks hardcoded values, TODO format, JSON validity, GDD sections
validate-push.shPreToolUse (Bash: git push)Warns on pushes to protected branches
validate-assets.shPostToolUse (Write/Edit in assets/)Validates naming conventions and JSON structure
detect-gaps.shSession openDetects missing design docs when code or prototypes exist
session-start.shSession openShows branch and recent commits for orientation
session-stop.shSession closeArchives active.md to session log, records git activity
pre-compact.shBefore compactionPreserves session progress notes
post-compact.shAfter compactionReminds Claude to restore state from active.md
log-agent.shAgent spawnedAudit trail — logs subagent invocation
log-agent-stop.shAgent stopsAudit trail — completes subagent record
notify.shNotification eventWindows toast via PowerShell
validate-skill-change.shPostToolUse (Write/Edit in .claude/skills/)Advises running /skill-test after skill edits

Hooks that don't match their trigger condition exit 0 immediately — no performance impact.


Path-Scoped Coding Rules

Rules in .claude/rules/ apply automatically when editing files in their scope:

gameplay.md     → src/gameplay/**
engine.md       → src/engine/**
ai-npc.md       → src/ai/**
ui.md           → src/ui/**
network.md      → src/network/**
shaders.md      → assets/shaders/**
data.md         → assets/data/**
tests.md        → tests/**
tools.md        → tools/**
prototypes.md   → prototypes/**
docs.md         → design/**, docs/**

Example rule entry in gameplay.md:

# Gameplay Code Standards

- No magic numbers — all constants in `src/gameplay/constants/`
- State machines must use the project's `StateMachine` base class
- Every public method needs a docstring
- Physics interactions must be in `_physics_process`, not `_process`
- New systems require a corresponding test file in `tests/gameplay/`

Common Workflows

Starting a New Game from Scratch

cd my-game && claude
/start
# → Guided: "I have no idea yet"
# → Routes to /brainstorm with creative-director

/brainstorm
# → Collaborative ideation session
# → Produces: design/concepts/initial-brainstorm.md

/map-systems
# → Diagrams all game systems and dependencies
# → Produces: design/systems-map.md

/create-architecture
# → technical-director generates tech architecture
# → Produces: docs/architecture/overview.md

/setup-engine godot 4.6
# → Activates Godot-specific agents and rules

/create-epics
# → Breaks GDD into epics
# → Populates: production/epics/

/sprint-plan
# → First sprint from epics
# → Produces: production/sprints/sprint-01.md

/dev-story EPIC-01-S01
# → Scaffolds branch, context, acceptance criteria
# → You build the feature, agent assists

/story-done EPIC-01-S01
# → Tests, docs, PR checklist, closes story

Adopting an Existing Godot Project

cp -r Claude-Code-Game-Studios/.claude ./
cp Claude-Code-Game-Studios/CLAUDE.md ./
claude
/adopt
# → Scans src/, assets/, detects engine, maps existing code
# → Produces: design/reverse-engineered-gdd.md (partial)

/project-stage-detect
# → Identifies current stage and recommends next actions

/reverse-document
# → Generates missing design docs from existing code

Running a QA Pass Before a Milestone

/milestone-review
# → Checks all stories done, tests passing, docs current

/team-qa
# → Spawns qa-lead + qa-tester + performance-analyst
# → Coordinated: test plan → execution → evidence review

/gate-check
# → Final quality gate: coverage, perf, accessibility, loc

/release-checklist
# → Full pre-release verification list

Customizing Agents

Add a New Specialist

Create .claude/agents/vfx-artist.md:

---
name: vfx-artist
tier: 3
model: claude-sonnet
lead: art-director
domain: assets/vfx/
---

# VFX Artist

Owns all real-time visual effects. Works with technical-artist on
shader-based VFX, consults gameplay-programmer for effect triggers.

## Responsibilities
- Design and implement particle systems
- Create shader-based VFX (dissolves, impacts, ambient)
- Optimize effect performance on target platforms

## Escalation
- Shader architecture → technical-artist
- Performance budget → performance-analyst
- Art vision → art-director

Add a New Skill

Create .claude/skills/vfx-design/skill.md:

---
name: vfx-design
description: Design and spec a VFX system for a gameplay moment
---

# /vfx-design

Invokes `vfx-artist` to design a complete VFX specification.

## Steps
1. Ask: what gameplay moment needs VFX?
2. Consult `technical-artist` for shader feasibility
3. Present 3 visual directions with performance estimates
4. Draft: `assets/vfx/specs/<name>-vfx-spec.md`
5. Await approval before any asset creation

Troubleshooting

Hooks Not Running

# Check hook permissions
chmod +x .claude/hooks/*.sh

# Verify settings.json references hooks correctly
cat .claude/settings.json | jq '.hooks'

Agent Not Responding to Domain

# Confirm the agent file exists and has correct frontmatter
cat .claude/agents/gameplay-programmer.md | head -10

# Check domain path matches actual project structure
ls src/gameplay/

/start Loops or Gives Unexpected Route

# Manually detect stage
/project-stage-detect

# Or jump directly to the phase you're in:
/setup-engine unreal 5.4    # if engine is known
/create-epics               # if GDD is done
/dev-story <id>             # if stories exist

Missing jq — Hook Validation Skipped

# macOS
brew install jq

# Ubuntu/Debian
sudo apt-get install jq

# Windows (chocolatey)
choco install jq

All hooks exit gracefully (exit 0) if jq is absent — you lose validation feedback but nothing breaks.

Skill Changes Not Taking Effect

# After editing any .claude/skills/ file, run:
/skill-test <skill-name>
/skill-improve <skill-name>   # if test reveals issues

Upgrading from an Older Version

# See UPGRADING.md for full migration guide
cat UPGRADING.md

# Safe to overwrite: .claude/hooks/, .claude/rules/, .claude/docs/templates/
# Manual merge needed: CLAUDE.md, .claude/settings.json, .claude/agents/ (custom agents)
# Never overwrite: src/, assets/, design/, production/ (your game content)

References

Signals

GitHub stars
78
Forks
13
Last commit
Jul 2026
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Source
github.com/aradotso/trending-skills