Claude Code Game Studios
A Claude Code project template for game development: a studio hierarchy of agents, skills for every phase, hooks, rules and doc templates
Install
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-gameOpen the my-game folder in Claude Code and run /start.
This is third-party code. Review the repository files before installing.
What it does
The template turns a Claude Code session into a game studio with three tiers of agents: directors guard the vision, department leads own their areas and specialists do hands-on work. Slash commands cover the whole cycle: concept and game design, art bible, architecture decisions, epics and stories, sprints, reviews, QA, release and patches. Hooks validate commits, asset changes and documentation gaps, and path-scoped rules set standards for gameplay, network and UI code. Agent sets are included for Godot 4, Unity and Unreal Engine 5.
Who it is for. For indie game developers and small teams running a project with Claude Code.
Good fit when
- You are starting a game and want structure from concept to release
- You need design docs, ADRs and sprints in one format
- You want the agent to check decisions against the game's vision
Not a fit when
- The project is not a game
- You want light coding help without studio processes
Example request
/start I have an idea for a co-op roguelike about a bakery, help me shape the conceptLimitations
Built for Claude Code, with agents using Opus, Sonnet and Haiku, so subscription usage is noticeable. It installs as the base of a new project via clone; adopting it in an existing project through /adopt requires migrating documents. It is process-heavy, so switch review mode to lean or solo for small prototypes.
How to disable. Remove the template's .claude folder with its agents, skills, hooks and rules from the project.
Security check
- Hooks run shell scripts on commits and at session start
- Agents write project files and documentation
README in short
The README explains why a solo developer benefits from studio structure and lists the contents: agents, skills, hooks, rules and doc templates. It shows the agent hierarchy, a table of engine specialists and the full command list by phase. Getting started means cloning into your game folder, opening it in Claude Code and running /start. It also covers upgrading, project structure, customization and platforms. MIT licensed.
FAQ
Which engines are supported?
Godot 4, Unity and Unreal Engine 5, each with its own lead agent and sub-specialists.
Can I reduce the number of approval gates?
Yes, review mode full, lean or solo is set during /start or in production/review-mode.txt.
Related
A skills library that gives coding agents a development process: brainstorming, planning, TDD, subagents and code review
Skills for real engineers by Matt Pocock
Skills For Real Engineers
Small composable skills for engineering with agents: plan grilling, TDD, bug diagnosis, code review and architecture
Reference MCP servers
Model Context Protocol servers
Official reference MCP servers: Filesystem, Fetch, Git, Memory, Sequential Thinking, Time and Everything
Up-to-date, version-specific library docs and code examples in your agent's context, via MCP or a CLI plus skill