Donchitos /
Claude-Code-Game-Studios
A Claude Code template that splits one session into a studio of game-dev agents
- 27.2k stars
- 1.6k stars since 3 Oct
- Shell
- Updated 4 days ago
- Some experience
- Agent skills & plugins
A single AI chat has no structure. Nothing stops hardcoded numbers, skipped design docs or messy code, and nobody asks whether a feature fits the game. This project gives Claude Code the shape of a studio so those checks happen on their own.
You clone the repo and open Claude Code in it. It holds markdown agent definitions in three tiers: directors, department leads and specialists. It also holds slash-command skills for each workflow step, bash hooks that validate commits and asset changes, path-scoped coding rules, and document templates. You still make every decision. The agents ask questions and flag problems.
The README is frank about cost. A setting called modes.rigor controls how much process is enforced, and it defaults to minimal. In the README's own test, a standard-rigor build wrote 30 documents before any game code and was ranked last for play quality. Work that changes what the player sees must be run and screenshotted before a story counts as done.
What it does
Three-tier agent hierarchy
49 agents cover directors, department leads and specialists across design, programming, art, audio, narrative, QA and production. Each has set responsibilities and escalation paths.
74 workflow skills
Slash commands such as /start, /brainstorm, /design-system, /create-stories, /dev-story and /story-done walk a project from first idea to release.
Engine-specific specialists
Agent sets exist for Godot 4, Unity and Unreal Engine 5, with sub-specialists such as GDScript, DOTS/ECS and GAS.
Adjustable process level
modes.rigor can be minimal, standard or full, and /settings changes it. Per-system overrides hold one system to a higher standard.
Hooks, rules and templates
Hooks validate commits, pushes and asset changes. Path-scoped rules set coding standards, and 39 templates cover GDDs, ADRs and sprint plans.
What you could build
- Start a solo game project from a vague idea with /start and /brainstorm.
- Write a game design document for one system and have it reviewed by design agents.
- Break a design into epics and stories, then implement each with /dev-story.
- Run QA, smoke checks and release checklists before shipping a build.
- Adopt an existing Godot, Unity or Unreal project with /adopt and /project-stage-detect.
Get started
Install Git, Claude Code and Python 3 first (jq is recommended). Clone the repo, start claude inside it, then run /start and answer where your project stands.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-gamecd my-gameclaudeCommands are copied from the project's README. Read it on GitHub for the full setup.