skills/claude-code-game-studios/SKILL.md
```markdown --- 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 g
npx skillsauth add aradotso/trending-skills skills/claude-code-game-studiosInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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---
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.
# 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
# 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
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 | 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 Claude Code to access all 72 skills. The most important ones:
/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
/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
/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
/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-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
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-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
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
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)
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
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/
Every agent follows this sequence — nothing is written without your approval:
Hooks fire automatically during your session:
| Hook | Trigger | Purpose |
|---|---|---|
| validate-commit.sh | PreToolUse (Bash: git commit) | Checks hardcoded values, TODO format, JSON validity, GDD sections |
| validate-push.sh | PreToolUse (Bash: git push) | Warns on pushes to protected branches |
| validate-assets.sh | PostToolUse (Write/Edit in assets/) | Validates naming conventions and JSON structure |
| detect-gaps.sh | Session open | Detects missing design docs when code or prototypes exist |
| session-start.sh | Session open | Shows branch and recent commits for orientation |
| session-stop.sh | Session close | Archives active.md to session log, records git activity |
| pre-compact.sh | Before compaction | Preserves session progress notes |
| post-compact.sh | After compaction | Reminds Claude to restore state from active.md |
| log-agent.sh | Agent spawned | Audit trail — logs subagent invocation |
| log-agent-stop.sh | Agent stops | Audit trail — completes subagent record |
| notify.sh | Notification event | Windows toast via PowerShell |
| validate-skill-change.sh | PostToolUse (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.
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/`
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
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
/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
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
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
# Check hook permissions
chmod +x .claude/hooks/*.sh
# Verify settings.json references hooks correctly
cat .claude/settings.json | jq '.hooks'
# 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
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.
# After editing any .claude/skills/ file, run:
/skill-test <skill-name>
/skill-improve <skill-name> # if test reveals issues
# 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)
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