Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Claude Code Game Studios is a Claude Code subagent collection that structures a single AI coding session to resemble a real game development studio, deploying 49 specialized agents across three tiers: directors (mapped to Claude Opus), department leads, and specialists (both mapped to Sonnet or Haiku). The agents cover design, programming, art, audio, narrative, QA, and production roles, with dedicated engine specialist tracks for Godot 4, Unity, and Unreal Engine 5. The system ships with 73 slash commands spanning the full production lifecycle, from early brainstorming with `/brainstorm` and system mapping through sprint planning with `/create-stories` and `/dev-story`, to release checks and regression testing. Twelve automated hooks enforce validation on commits, asset changes, and session lifecycle events, while 11 path-scoped rules apply coding standards when editing gameplay, UI, network, or engine code. A standout structural detail is the escalation hierarchy: specialists defer to department leads, who defer to directors, mirroring real studio sign-off chains. Indie developers and solo developers building games with AI assistance are the primary audience.
- ✓Open-source license (MIT)
- ✓Actively maintained (<30d)
- ✓Healthy fork ratio
- ✓Clear description
- ✓Topics declared
- ✓Documented (README)
git clone https://github.com/Donchitos/Claude-Code-Game-Studios && cp Claude-Code-Game-Studios/*.md ~/.claude/agents/24 items en este repositorio
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when department leads cannot reach consensus.
The DevOps Engineer maintains build pipelines, CI/CD configuration, version control workflow, and deployment infrastructure. Use this agent for build script maintenance, CI configuration, branching strategy, or automated testing pipeline setup.
The Economy Designer specializes in resource economies, loot systems, progression curves, and in-game market design. Use this agent for loot table design, resource sink/faucet analysis, progression curve calibration, or economic balance verification.
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
The Game Designer owns the mechanical and systems design of the game. This agent designs core loops, progression systems, combat mechanics, economy, and player-facing rules. Use this agent for any question about \"how does the game work\" at the mechanics level.
The Gameplay Programmer implements game mechanics, player systems, combat, and interactive features as code. Use this agent for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
The Godot C# specialist owns all C# code quality in Godot 4 projects: .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access, and C#-specific Godot idioms. They ensure clean, performant, type-safe C# that follows .NET and Godot 4 idioms correctly.
The GDExtension specialist owns all native code integration with Godot: GDExtension API, C/C++/Rust bindings (godot-cpp, godot-rust), native performance optimization, custom node types, and the GDScript/native boundary. They ensure native code integrates cleanly with Godot's node system.
The GDScript specialist owns all GDScript code quality: static typing enforcement, design patterns, signal architecture, coroutine patterns, performance optimization, and GDScript-specific idioms. They ensure clean, typed, and performant GDScript across the project.
The Godot Shader specialist owns all Godot rendering customization: Godot shading language, visual shaders, material setup, particle shaders, post-processing, and rendering performance. They ensure visual quality within Godot's rendering pipeline.
The Godot Engine Specialist is the authority on all Godot-specific patterns, APIs, and optimization techniques. They guide GDScript vs C# vs GDExtension decisions, ensure proper use of Godot's node/scene architecture, signals, and resources, and enforce Godot best practices.
The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.
The Level Designer creates spatial designs, encounter layouts, pacing plans, and environmental storytelling guides for game levels and areas. Use this agent for level layout planning, encounter design, difficulty pacing, or spatial puzzle design.
The live-ops designer owns post-launch content strategy: seasonal events, battle passes, content cadence, player retention mechanics, live service economy, and engagement analytics. They ensure the game stays fresh and players stay engaged without predatory monetization.
Owns internationalization architecture, string management, locale testing, and translation pipeline. Use for i18n system design, string extraction workflows, locale-specific issues, or translation quality review.
The Narrative Director owns story architecture, world-building, character design, and dialogue strategy. Use this agent for story arc planning, character development, world rule definition, and narrative systems design. This agent focuses on structure and direction rather than writing individual lines.
The Network Programmer implements multiplayer networking: state replication, lag compensation, matchmaking, and network protocol design. Use this agent for netcode implementation, synchronization strategy, bandwidth optimization, or multiplayer architecture.
The Performance Analyst profiles game performance, identifies bottlenecks, recommends optimizations, and tracks performance metrics over time. Use this agent for performance profiling, memory analysis, frame time investigation, or optimization strategy.
Resumen de Subagents
<p align="center">
<h1 align="center">Claude Code Game Studios</h1>
<p align="center">
Turn a single Claude Code session into a full game development studio.
<br />
49 agents. 73 skills. One coordinated AI team.
</p>
</p>
<p align="center">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="MIT License"></a>
<a href=".claude/agents"><img src="https://img.shields.io/badge/agents-49-blueviolet" alt="49 Agents"></a>
<a href=".claude/skills"><img src="https://img.shields.io/badge/skills-73-green" alt="73 Skills"></a>
<a href=".claude/hooks"><img src="https://img.shields.io/badge/hooks-12-orange" alt="12 Hooks"></a>
<a href=".claude/rules"><img src="https://img.shields.io/badge/rules-11-red" alt="11 Rules"></a>
<a href="https://docs.anthropic.com/en/docs/claude-code"><img src="https://img.shields.io/badge/built%20for-Claude%20Code-f5f5f5?logo=anthropic" alt="Built for Claude Code"></a>
<a href="https://www.buymeacoffee.com/donchitos3"><img src="https://img.shields.io/badge/Buy%20Me%20a%20Coffee-Support%20this%20project-FFDD00?logo=buymeacoffee&logoColor=black" alt="Buy Me a Coffee"></a>
<a href="https://github.com/sponsors/Donchitos"><img src="https://img.shields.io/badge/GitHub%20Sponsors-Support%20this%20project-ea4aaa?logo=githubsponsors&logoColor=white" alt="GitHub Sponsors"></a>
</p>
---
## 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](#whats-included)
- [Studio Hierarchy](#studio-hierarchy)
- [Slash Commands](#slash-commands)
- [Getting Started](#getting-started)
- [Upgrading](#upgrading)
- [Project Structure](#project-structure)
- [How It Works](#how-it-works)
- [Design Philosophy](#design-philosophy)
- [Customization](#customization)
- [Platform Support](#platform-support)
- [Community](#community)
- [Supporting This Project](#supporting-this-project)
- [License](#license)
---
## 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](https://git-scm.com/)
- [Claude Code](https://docs.anthropic.com/en/docs/claude-code) (`npm install -g @anthropic-ai/claude-code`)
- **Recommended**: [jq](https://jqlang.github.io/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**:
```bash
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
```
2. **Open Claude Code** and start a session:
```bash
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](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 geLo que la gente pregunta sobre Claude-Code-Game-Studios
¿Qué es Donchitos/Claude-Code-Game-Studios?
+
Donchitos/Claude-Code-Game-Studios es subagents para el ecosistema de Claude AI. Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. Tiene 21.5k estrellas en GitHub y se actualizó por última vez 22d ago.
¿Cómo se instala Claude-Code-Game-Studios?
+
Puedes instalar Claude-Code-Game-Studios clonando el repositorio (https://github.com/Donchitos/Claude-Code-Game-Studios) o siguiendo las instrucciones del README en GitHub. ClaudeWave también te ofrece bloques de instalación rápida en esta misma página.
¿Es seguro usar Donchitos/Claude-Code-Game-Studios?
+
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¿Quién mantiene Donchitos/Claude-Code-Game-Studios?
+
Donchitos/Claude-Code-Game-Studios es mantenido por Donchitos. La última actividad registrada en GitHub es de 22d ago, con 37 issues abiertos.
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+
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