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.
Install / Use
npx skills add Donchitos/Claude-Code-Game-StudiosInstalls into whichever agent you are using.
CLAUDE.md
Claude Code project instructions
Quality Score
Category
AutomationSupported Platforms
Our assessment of Claude-Code-Game-Studios
Claude-Code-Game-Studios scores 99/100 on our quality scale, 48th of 2,863 Automation skills we index (top 2%).
Its CLAUDE.md is 22 KB long, well organised into 26 sections with 4 code examples: a thorough specification that gives an agent plenty to work with.
With 35,727 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 17 days ago, so Claude-Code-Game-Studios is actively maintained.
- Our last check on 2026-10-17 found the source still online.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
Safety scan
No issues foundOur scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful.
AI review by kimi-k2.7-code on 2026-09-24. Automated pattern scan on 2026-09-24. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.
Claude-Code-Game-Studios compared with similar skills
All 4 of these similar skills score higher than Claude-Code-Game-Studios; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| Claude-Code-Game-Studios (this skill)by Donchitos | 99 | 35.7k | 17d ago | CLAUDE.md |
| claude-memby thedotmack | 100 | 113.5k | today | CLAUDE.md |
| taste-skillby Leonxlnx | 100 | 110.6k | today | CLAUDE.md |
| Agent-Reachby Panniantong | 100 | 109.2k | today | CLAUDE.md |
| Understand-Anythingby Egonex-AI | 100 | 90.9k | 10d ago | CLAUDE.md |
Frequently asked questions
- How do I install Claude-Code-Game-Studios?
- Run
npx skills add Donchitos/Claude-Code-Game-Studios. The install tabs above show the steps for each supported agent. - Which AI agents does Claude-Code-Game-Studios work with?
- It is written for Claude Code, as a CLAUDE.md file. Other agents that read the same format can often use it too.
- Is Claude-Code-Game-Studios safe to use?
- Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful. It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is Claude-Code-Game-Studios still maintained?
- The repository was last updated 17 days ago, so Claude-Code-Game-Studios is actively maintained.
Skill content
View source on GitHubWhy 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 | 12 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection |
| Rules | 13 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
| Templates | 39 | 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
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, sixteen specialists name Sonnet or Haiku, 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, 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.rigor | Docs before first line of game code | Time |
|---|---:|---:|
| minimal | 1 (the one-page brief) | 0 min |
| standard | 30 | 58 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 (
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
-
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game cd my-game -
Open Claude Code and start a session:
claude -
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
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
block that controls how much process every skill enforces. /start writes it
for you; you rarely need to hand-edit it.
The one question that matters most is modes.rigor — minimal, standard,
or full. It's a single front door over six separate knobs (workflow —
which GDD sections are required, docs.density, qa.level,
story_granularity, review_mode — how many director agents review your work,
and team.size), so /start asks it once instead of six times:
minimal(default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review./start→/setup-engine→/dev-storyin a handful of steps.standard— 5 required GDD sections, balanced doc depth, standard QA evidence, lean review.full— all 8 GDD sections, thorough docs, full QA evidence on every story type, full director review.
minimal is the default because it was measured against the alternatives: the
heavier tier cost several times more to reach working code, was ranked last on
play quality, and returned nothing measurable when a fresh developer inherited
the project. Raise it in one /settings call when your project grows — /help
and /gate-check will suggest it when they see the signs.
Two escape hatches keep one setting from being a blunt instrument.
system_overrides holds a single system to a higher standard than the rest
of the project — your combat system gets the full treatment while everything
else stays light. testing.strict sets, per test type (logic, integration,
visual, UI, config), whether missing evidence blocks a story or merely warns.
Any of the six underlying knobs can still be set individually if you want a mix
(e.g. workflow: full with docs.density: terse — comprehensive but compact).
Two of them — review_mode (full / lean / solo) and team.size — are
also personal: rigor sets the team-wide default, but you can override them
per-developer in a gitignored project.local.yaml without touching the shared
config. modes.automation (how often the AI pauses to ask before it acts) sits
outside rigor and is likewise personally overridable.
View or change any setting with the /settings skill:
/settings # view effective config
/settings modes.review_mode # view one setting
/settings modes.rigor=full # write to project.yaml (team-wide)
/settings --local modes.review_mode=solo # write to project.local.yaml (just you)
Full schema and per-setting behavior: .claude/docs/effects-map.md.
Upgrading
Already using an older version of this template? See [UPGRADING.md](UP
Truncated for display — read the full file on GitHub.
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Languages
Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
