Claude-Code-Game-Studios template: a game dev studio system with 49 agents and 74 skills
Decision Brief
The template reshapes a single Claude Code session into a studio structure: 49 agents across three tiers — creative-director, technical-director, and producer at the director level; game-designer, lead-programmer, qa-lead, etc. as department heads; gameplay-programmer, engine-programmer, sound-designer, etc. as specialists. Each agent declares its model in frontmatter; the three directors use Opus, lead-programmer and 15 specialists use Sonnet, and the remaining 30 inherit the session model. The template also includes 74 slash commands, 12 hooks, 13 path-level coding standards, and 39 document templates, with dedicated specialist sets for Godot 4, Unity, and Unreal Engine 5. Configuration is governed by project.yaml at the project root, where modes.rigor has minimal, standard, and full levels. The author built four games from the same requirements under different rigor settings: minimal wrote 1 document in 0 minutes, standard wrote 30 documents in 58 minutes; all four ran and passed tests, but two blind reviewers and one human playtest ranked the standard version last, showing the extra 29 documents bought traceability rather than a better game. modes.review_mode and team.size can be individually overridden per developer in a gitignored project.local.yaml. For indie developers and teams using Claude Code on game projects, this means process constraints can be adjusted anytime via /settings, with minimal as the default. Additionally, any story involving player-visible changes cannot be closed until the game actually launches and a screenshot is stored in production/qa/evidence/; the minimal level can waive automated tests but not actual observation. Commit hooks block commits containing data JSON when Python is missing.
Sources
- Skill Radar(GitHub 趋势)
Trending hands-on MCP servers, agent skills, and AI-coding tools discovered from GitHub search momentum.
- GitHub:Donchitos/Claude-Code-Game-Studios
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