克劳德代码游戏工作室
把一次Claude Code的会话变成一个完整的游戏开发工作室。
49名特工。74项技能。一个协调一致的AI团队。
为什么会这样
用AI单独构建游戏很强大——但单次聊天没有结构。没人能阻止你硬编码魔术数字、跳过设计文档或写杂乱无章的代码。没有质量保证,没有设计审查,也没有人问“这真的符合游戏的愿景吗?”
Claude Code Game Studios 通过赋予你的 AI 会话真实工作室的结构来解决这个问题。不再是一个通用助理,而是49名专业经纪人组成了一个工作室层级体系——负责守护愿景的导演,拥有自己领域的部门负责人,以及亲力亲为的专家。每个代理都有明确的职责、升级路径和质量门槛。
结果是:你仍然做每一个决定,但现在你拥有了一个提出正确问题、及早发现错误,并从头脑风暴到启动都保持项目井然有序的团队。
目录
包含内容
制片厂层级
经纪人分为三级,与真实工作室的运作方式相符:
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, 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.lead-programmer
Engine Specialists
The template includes agent sets for all three major engines. Use the set that matches your project:
Slash Commands
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
Does it produce games, or documents?
A fair question, and the answer is a measurement rather than a sample project. Four games were built from one brief at different levels and the documents each wrote before its first line of game code were counted:modes.rigor
All of them produced a running, tested game. Two blind reviewers and a human playtest then ranked the build last — the extra 29 documents bought traceability, not a better game.standard
It runs the game and looks at it
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 . A parse check is not a run. This holds at every rigor level, including , where automated tests are waived but the look is not.production/qa/evidence/minimal
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.
Getting Started
Prerequisites
Claude Code — the native installer is recommended ( also works, on Node.js 22+)
npm install -g @anthropic-ai/claude-codePython 3 — reads for every skill and hook; without it every setting silently falls back to its default
project.yamlBash — runs every hook; built into macOS and Linux, and on Windows it comes with Git for Windows
Recommended: jq (for hook validation)
Hooks 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.
Setup
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game cd my-gameOpen Claude Code and start a session:
claudeRun
/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
Configuration
project.yaml at the repo root is the single source of truth for how the studio behaves on your project — engine, naming conventions, and a block that controls how much process every skill enforces. writes it for you; you rarely need to hand-edit it.modes/start
The one question that matters most is modes.rigor — , , or . It's a single front door over six separate knobs ( — which GDD sections are required, , , , — how many director agents review your work, and ), so asks it once instead of six times:minimalstandardfullworkflowdocs.densityqa.levelstory_granularityreview_modeteam.size/start
minimal(default) — jam-game speed. No GDDs required, terse docs, minimal QA evidence, solo review. → → (a one-page brief) → → ↔ ./start/setup-engine/brainstorm/create-stories/dev-story/story-donestandard— 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 it was measured against the alternatives: the heavier tier cost several times more to reach working code, was ranked last on play quality, and returned nothing measurable when a fresh developer inherited the project. Raise it in one call when your project grows — and will suggest it when they see the signs./settings/help/gate-check
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. with — comprehensive but compact). Two of them — ( / / ) and — are also personal: rigor sets the team-wide default, but you can override them per-developer in a gitignored without touching the shared config. (how often the AI pauses to ask before it acts) sits outside rigor and is likewise personally overridable.workflow: fulldocs.density: tersereview_modefullleansoloteam.sizeproject.local.yamlmodes.automation
View or change any setting with the skill:/settings
/settings # view effective config
/settings modes.review_mode # view one setting
/settings modes.rigor=full # write to project.yaml (team-wide)
/settings --local modes.review_mode=solo # write to project.local.yaml (just you)
Full schema and per-setting behavior: ..claude/docs/effects-map.md
Upgrading
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.
Project Structure
CLAUDE.md # Master configuration
.claude/
settings.json # Hooks, permissions, safety rules
agents/ # 49 agent definitions (markdown + YAML frontmatter)
skills/ # 74 slash commands (subdirectory per skill)
hooks/ # 14 scripts (bash) — 12 event hooks, yaml-helper.sh,
# and one opt-in diagnostic you wire yourself
rules/ # 13 path-scoped coding standards
statusline.sh # Status line script (context%, model, stage, epic breadcrumb)
docs/
workflow-catalog.yaml # 7-phase pipeline definition (read by /help)
templates/ # 39 document templates (+ per-section guidance)
src/ # Game source code (Godot). The code root is
# ENGINE-SPECIFIC: Unity compiles only
# Assets/, Unreal builds from Source/<Module>/
assets/ # Art, audio, VFX, shaders, data files
design/ # GDDs, narrative docs, level designs
docs/ # Technical documentation and ADRs
tests/ # Test suites (unit, integration, performance, playtest)
tools/ # Build and pipeline tools
prototypes/ # Throwaway prototypes (isolated from src/)
production/ # Sprint plans, milestones, release tracking
CCGS Skill Testing Framework/ # QA for the skills and agents themselves — see below
Testing your customizations
CCGS is a template you are meant to edit. is how you check that an edited or newly written skill still holds up — a catalog of all 74 skills and 49 agents, per-category quality rubrics, behavioral specs, and templates for writing specs of your own.CCGS Skill Testing Framework/
/skill-test static [name] # structural linter — 7 compliance checks
/skill-test category [name] # category-specific quality rubric
/skill-test spec [name] # behavioral spec assertions
/skill-test audit # coverage report across skills and agents
/skill-improve [name] # test-fix-retest loop; keeps or reverts on score change
It tests the framework, never your game — game tests live in .tests/
How It Works
Agent Coordination
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 can't make binding cross-domain decisions
Conflict resolution — disagreements escalate up to the shared parent ( for design, for technical)
creative-directortechnical-directorChange propagation — cross-department changes are coordinated by
producerDomain boundaries — agents don't modify files outside their domain without explicit delegation
Collaborative, Not Autonomous
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.
Automated Safety
Hooks run automatically on every session:
Note: , , and fire on every Bash, PowerShell or Write tool call and exit immediately (exit 0) when the command or file path is not relevant. This is normal hook behavior — not a performance concern.
validate-commit.shvalidate-assets.shvalidate-skill-change.sh
Permission rules in auto-allow safe operations (git status, test runs) and block dangerous ones (force push, , reading files) in both the Bash and PowerShell tools. The rules match anywhere after , so a git command whose text only mentions followed later by or , followed by , or followed by — a commit message such as included — is denied too: reword the message.settings.jsonrm -rf.envgitgitpush + -fclean -freset--hardgit commit -m "push + pull"
Path-Scoped Rules
Coding standards are automatically enforced based on file location. The paths below are Godot's. Each rule also matches the Unity and Unreal layouts: the code rules match C# under and C++ under (and , , , ), data matches JSON under and , shaders match by file type, and tests match C# under and C++ under .Assets/**/Gameplay/Source/**/Gameplay/CoreAINetworkingUIAssets/**/Data/Content/**/Data/Assets/Tests/Source/**/Tests/
Design Philosophy
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
Customization
This is a template, not a locked framework. Everything is meant to be customized:
添加/移除代理——删除不需要的代理文件,为你的域名添加新的代理文件
编辑代理提示——调整代理行为,添加项目特定知识
调整技能——调整工作流程以配合团队流程
添加规则——为项目目录结构创建新的路径范围规则
调整钩子——调整验证严格性,添加新的检查
选择你的引擎——使用Godot、Unity或Unreal代理集(或者不使用)
调优工艺权重及其底层旋钮(见配置)。每次游戏都可以覆盖任何技能。
modes.rigorproject.yaml--review solo
平台支持
Windows 10 上的主要开发,使用 Git Bash。这些钩子和脚本也在macOS上测试——其自带bash 3.2和BSD工具,有无——以及Linux上。所有钩子都使用兼容POSIX的模式(非),并包含缺失工具的备份。该钩子使用 PowerShell 来发送 Windows 的 Toast 通知,其他地方不适用——macOS/Linux 桌面通知尚未有线连接。请为任何平台特定的故障提交问题。jqgrep -Egrep -Pnotify.sh
社区
支持本项目
Claude Code Game Studios 是免费且开源的。如果这能帮你节省时间或帮助你发布游戏,考虑支持持续开发:
请我喝咖啡——一次性支持
GitHub 赞助商——通过 GitHub 提供定期支持
赞助有助于资助维护技能、添加新代理、跟进Claude代码和引擎API变化以及应对社区问题的时间。
为Claude代码打造。维护和扩展——欢迎通过GitHub讨论区进行贡献。
许可
麻省理工学院执照。详情请参见许可。