clawdis
Skills for the OpenClaw personal AI assistant, covering browser automation, routing requests to coding agents, presenting canvas widgets, running apps on temporary machines, and sharing diffs.
A Claude Code plugin that sets up a game development studio structure, with AI agents for different roles and workflow skills for tasks such as architecture decisions, art direction, asset audits and migration planning. It coordinates the agents in a hierarchy that mirrors a real studio.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios -a codex
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios -a cursor
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios -a gemini-cli
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios -a github-copilot
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios -a opencode
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios -a windsurf
Turn a single Claude Code session into a full game development studio.
49 agents. 74 skills. One coordinated AI team.
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.
| 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 | 15 | Automated validation on commits, pushes, asset changes, design-doc reads, writes and registries, session lifecycle, agent audit trail, and gap detection |
| Rules | 14 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, scene and asset files, and more |
| Templates | 62 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
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, lead-programmer and fifteen specialists name Sonnet, 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.
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 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
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.
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.
npm install -g @anthropic-ai/claude-code also works, on Node.js 22+)project.yaml for every skill and hook; without it every setting silently falls back to its defaultHooks fail gracefully if optional tools are missing — you just lose validation — with one deliberate exception: a commit that stages data JSON is blocked when there is no Python to validate it.
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
Open Claude Code in the project's root folder (the one holding
CLAUDE.md and project.yaml) and start a session:
claude
Starting it in a subfolder such as src/ skips the project's hooks, deny
rules and ask-first permission mode.
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 4.7 — configure your engine if you already know/project-stage-detect — analyze an existing projectproject.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 → /brainstorm (a one-page brief) → /create-stories → /dev-story ↔ /story-done.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 the heavier tier costs more to reach working
code without producing a better result, and gives nothing back when someone new
picks the project up. 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
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A Claude Code plugin that sets up a game development studio structure, with AI agents for different roles and workflow skills for tasks such as architecture decisions, art direction, asset audits and migration planning. It coordinates the agents in a hierarchy that mirrors a real studio. Install it with the command on its page. It includes adopt, architecture-decision, architecture-review. Its skills do not fire on their own yet. Free and open source.
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