# Claude-Code-Game-Studios

> A Claude Code template that splits one session into a studio of game-dev agents

- Repository: https://github.com/Donchitos/Claude-Code-Game-Studios
- Category: Agent skills & plugins
- Stars: 27,209 · Forks: 3,858 · Language: Shell · License: MIT
- Experience: Some experience
- Page: https://ir.adyog.com/repos/donchitos/claude-code-game-studios/

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.

## Who it's for

Solo or small-team game developers who already use Claude Code and want more structure, and who know basic Git and one of the supported engines.

## 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-game
```
```
cd my-game
```
```
claude
```

Tags: claude-code, game-development, subagents, godot, unity
