Donchitos/Claude-Code-Game-Studios
Developer ToolsA Claude Code template that turns a game project into a structured AI studio with agent roles, workflows and hooks.
Claude Code Game Studios (CCGS) is a template for people building a game with Claude Code. Rather than letting one chat session write code freely, it supplies a hierarchy of specialized agents, slash-command workflows and automated checks that mirror a game studio's roles and review gates. It targets solo developers or small teams who want design documents, delegation paths and quality checks around their engine work.
What you get
The repository ships 49 agents across directors, department leads and specialists, 74 skills exposed as slash commands, 15 event hooks, 14 path-scoped rules and 62 document templates README: what's included. The agents are split into three tiers — creative/technical directors and producer, department leads, then specialists such as gameplay programmers, level designers, QA testers and engine-specific agents for Godot 4, Unity and Unreal Engine 5 studio hierarchy. Most agents inherit the session's model; the three directors request Opus and about a dozen specialists name Sonnet, so the tiers describe seniority rather than a separate billing setup.
The workflow runs from /start through engine setup, brainstorming, architecture, epics and stories, /dev-story, and /story-done, with additional skills for reviews, QA, release checklists and multi-agent team coordination slash commands. A project.yaml file at the root is the single source of truth for engine choice and a modes.rigor setting (minimal, standard, full) that controls how much process each skill enforces configuration.
Who controls the outcome
The author is explicit that this is not an autopilot: agents ask questions, present options, and the user decides before anything is written. The default automation level follows that ask-first protocol, though guided and autonomous settings and Claude Code's own auto mode trade some prompts for speed how it works. Hooks validate commits, pushes, design-doc reads over 40 KB, asset changes and registry edits, and permission rules block operations such as force push and reading .env files.
A documented measurement suggests the heavier rigor settings mostly buy documentation: four games built from one brief produced a running, tested game at every level, but the standard build — which wrote 30 documents — was ranked last by two blind reviewers and a human playtest. At every rigor level, a story changing anything visible is not closed until the game is launched, observed and a screenshot kept.
Requirements and constraints
You need Git, Claude Code, Python 3 and Bash; jq is recommended for hook validation getting started. Python matters more than it appears: skills and hooks read project.yaml through it, and missing Python silently reverts every setting to its default. Commit validation of data JSON is explicitly blocked without it; other optional tools only cause validation to be skipped. The session must be started at the project root — starting in a subfolder such as src/ skips hooks, deny rules and ask-first permissions.
Windows 10 with Git Bash is the primary development platform, but hooks are also tested on macOS and Linux; Windows toast notifications are a no-op elsewhere platform support. Setup commands and upgrade instructions live in the project's README and UPGRADING guide rather than being reproduced here. The template is MIT licensed license, and it is meant to be edited — agents, skills and rules can be removed or rewritten, with /skill-test available to check modified skills and agents.
Written by AI from the project's README, updated October 29, 2026. The project's own docs are the source of truth.