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Donchitos / Subagents

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.

  • 27.3k estrellas
  • 3.9k forks
  • 67 issues abiertos
  • Lenguaje: Shell
  • Licencia: MIT
  • actualizado

Instalación

Terminal
git clone https://github.com/Donchitos/Claude-Code-Game-Studios && cp Claude-Code-Game-Studios/*.md ~/.claude/agents/
  1. Clone the repository and copy the agent .md definitions into ~/.claude/agents (or .claude/agents inside a project).
  2. Start a new Claude Code session to load the agents.
  3. Delegate work to them with the Task/Agent tool or by name.

Nota editorial

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.

Items instalables

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.

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adoptSkill

Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.

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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.

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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.

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Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.

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Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.

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Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.

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art-directorSubagent

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.

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Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

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Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

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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.

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Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

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Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

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Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.

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Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.

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Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

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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.

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Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.

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Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.

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Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.

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After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

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Translate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run /create-stories [epic-slug] after each epic is created.

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Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.

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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.

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README

Resumen de Subagents

README completo en GitHub

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

CategoryCountDescription
Agents49Specialized subagents across design, programming, art, audio, narrative, QA, and production
Skills74Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.)
Hooks15Automated validation on commits, pushes, asset changes, design-doc reads, writes and registries, session lifecycle, agent audit trail, and gap detection
Rules14Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, scene and asset files, and more
Templates62Document 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:

EngineLead AgentSub-Specialists
Godot 4godot-specialistGDScript, Shaders, GDExtension
Unityunity-specialistDOTS/ECS, Shaders/VFX, Addressables, UI Toolkit
Unreal Engine 5unreal-specialistGAS, 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.rigorDocs before first line of game codeTime
minimal1 (the one-page brief)0 min
standard3058 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 here: this is a template you clone to start your own project, and somebody else's game in your repo is clutter, not evidence.

Getting Started

Prerequisites

  • Git

  • Claude Code — the native installer is recommended (npm install -g @anthropic-ai/claude-code also works, on Node.js 22+)

  • Python 3 — reads project.yaml for every skill and hook; without it every setting silently falls back to its default

  • Bash — runs every hook; built into macOS and Linux, and on Windows it comes with Git for Windows

  • Recommended: jq (for hook validation)

Hooks fail gracefully if optional tools are missing — you just lose validation — with one deliberate exception: a commit that stages data JSON is blocked when there is no Python to validate it.

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 in the project's root folder (the one holding CLAUDE.md and project.yaml) and start a session:

    claude

    Starting it in a subfolder such as src/ skips the project's hooks, deny rules and ask-first permission mode.

  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 4.7 — configure your engine if you already know

    • /project-stage-detect — analyze an existing project

Configuration

project.yaml at the repo root is the single source of truth for how the studio behaves on your project — engine, naming conventions, and a modes

Topics
ai-agentsai-assisted-developmentanthropicclaudeclaude-codegame-designgame-developmentgamedevgodotindie-game-devunityunreal-engine
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Lo 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 27.3k estrellas en GitHub y su última actualización registrada es del 2026-10-19.

¿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 del 2026-10-19, con 67 issues abiertos.

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Sí. En ClaudeWave puedes explorar subagents similares en /categories/agents, ordenados por popularidad o actividad reciente.

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