This repository is based on Donchitos' original project: https://github.com/Donchitos/Claude-Code-Game-Studios#
This fork is maintained for personal use with Copilot CLI.
The goal of this repository is to store AI instructions and workflows for agentic game development while keeping a structured multi-agent studio setup.
- What's Included
- Studio Hierarchy
- Slash Commands
- Getting Started
- Upgrading
- Project Structure
- How It Works
- Design Philosophy
- Customization
- Platform Support
| Category | Count | Description |
|---|---|---|
| Agents | 48 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
| Skills | 37 | Slash commands for common workflows (/start, /sprint-plan, /code-review, /brainstorm, etc.) |
| Hooks | 8 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit, and gap detection |
| Rules | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
| Templates | 29 | Document templates for GDDs, ADRs, sprint plans, economy models, faction design, and more |
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
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 |
Type / in Copilot Code to access all 37 skills:
Reviews & Analysis
/design-review /code-review /balance-check /asset-audit /scope-check /perf-profile /tech-debt
Production
/sprint-plan /milestone-review /estimate /retrospective /bug-report
Project Management
/start /project-stage-detect /reverse-document /gate-check /map-systems /design-system
Release
/release-checklist /launch-checklist /changelog /patch-notes /hotfix
Creative
/brainstorm /playtest-report /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
- Git
- Agentic CLI
- Git Bash (recommended on Windows)
- 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.
For Copilot CLI in terminal, install git hooks locally to enforce commit/push checks:
bash scripts/setup-git-hooks.shOn PowerShell:
powershell -ExecutionPolicy Bypass -File scripts/setup-git-hooks.ps1-
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game cd my-game -
Open Copilot and start a session:
copilot
-
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
Already using an older version of this template? See 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.
AGENTS.md # Master configuration
.agents/
settings.json # Legacy runtime hooks/permissions (Claude-compatible)
agents/ # 48 agent definitions (markdown + YAML frontmatter)
skills/ # 37 slash commands (subdirectory per skill)
hooks/ # 8 hook scripts (bash, cross-platform)
rules/ # 11 path-scoped coding standards
docs/
quick-start.md # Detailed usage guide
agent-roster.md # Full agent table with domains
agent-coordination-map.md # Delegation and escalation paths
setup-requirements.md # Prerequisites and platform notes
templates/ # 28 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
tools/ # Build and pipeline tools
prototypes/ # Throwaway prototypes (isolated from src/)
production/ # Sprint plans, milestones, release tracking
Agents follow a structured delegation model:
- Vertical delegation - directors delegate to leads, leads delegate to specialists
- Horizontal consultation - same-tier agents can consult each other but cannot make binding cross-domain decisions
- Conflict resolution - disagreements escalate up to the shared parent (
creative-directorfor design,technical-directorfor technical) - Change propagation - cross-department changes are coordinated by
producer - Domain boundaries - agents do not modify files outside their domain without explicit delegation
This is not an auto-pilot system. Every agent follows a strict collaboration protocol:
- Ask - agents ask questions before proposing solutions
- Present options - agents show 2-4 options with pros/cons
- You decide - the user always makes the call
- Draft - agents show work before finalizing
- Approve - nothing gets written without your sign-off
You stay in control. The agents provide structure and expertise, not autonomy.
Safety is provided in two layers:
- Git hooks (Copilot CLI path) installed via
scripts/setup-git-hooks.* - Runtime hooks in
.agents/settings.jsonfor Claude-compatible runtimes
Git hooks installed for Copilot CLI:
| Hook | Trigger | What It Does |
|---|---|---|
pre-commit |
git commit |
Runs validate-commit.sh (design/doc checks, JSON validity, code warnings) |
pre-push |
git push |
Runs validate-push.sh (protected branch warnings) |
post-commit |
Commit done | Runs validate-assets.sh in advisory mode |
Runtime hooks defined in .agents/settings.json:
| Hook | Trigger | What It Does |
|---|---|---|
validate-commit.sh |
git commit |
Checks for hardcoded values, TODO format, JSON validity, design doc sections |
validate-push.sh |
git push |
Warns on pushes to protected branches |
validate-assets.sh |
File writes in assets/ |
Validates naming conventions and JSON structure |
session-start.sh |
Session open | Loads sprint context and recent git activity |
detect-gaps.sh |
Session open | Detects fresh projects (suggests /start) and missing documentation when code/prototypes exist |
pre-compact.sh |
Context compression | Preserves session progress notes |
session-stop.sh |
Session close | Logs accomplishments |
log-agent.sh |
Agent spawned | Audit trail of all subagent invocations |
settings.json permission rules apply only in runtimes that implement that schema. In Copilot CLI terminal mode, rely on git hooks plus repository policy/CI for enforcement.
Coding standards are automatically enforced based on file location:
| Path | Enforces |
|---|---|
src/gameplay/** |
Data-driven values, delta time usage, no UI references |
src/core/** |
Zero allocations in hot paths, thread safety, API stability |
src/ai/** |
Performance budgets, debuggability, data-driven parameters |
src/networking/** |
Server-authoritative, versioned messages, security |
src/ui/** |
No game state ownership, localization-ready, accessibility |
design/gdd/** |
Required 8 sections, formula format, edge cases |
tests/** |
Test naming, coverage requirements, fixture patterns |
prototypes/** |
Relaxed standards, README required, hypothesis documented |
This template is grounded in professional game development practices:
- MDA Framework - Mechanics, Dynamics, Aesthetics analysis for game design
- Self-Determination Theory - Autonomy, Competence, Relatedness for player motivation
- Flow State Design - Challenge-skill balance for player engagement
- Bartle Player Types - Audience targeting and validation
- Verification-Driven Development - Tests first, then implementation
This is a template, not a locked framework. Everything is meant to be customized:
- Add/remove agents - delete agent files you do not need, add new ones for your domains
- Edit agent prompts - tune agent behavior, add project-specific knowledge
- Modify skills - adjust workflows to match your team's process
- Add rules - create new path-scoped rules for your project's directory structure
- Tune hooks - adjust validation strictness, add new checks
- Pick your engine - use the Godot, Unity, or Unreal agent set (or none)