Game Development Studio Skill
A full game-development operating model: 48 specialised agents across 8
departments, 38 /game-dev workflow commands, 11 path-scoped coding rule sets,
and version-pinned engine references. Covers the whole lifecycle from concept
through release. Ported from Claude Code Game Studios.
When to use
- Starting a new game project (concept, engine setup, GDD)
- Adding a major gameplay feature that spans multiple systems
- Running sprint planning, retrospectives, or phase-gate checks
- Coordinating a multi-agent team (combat, narrative, level, audio, UI, polish, release)
- Game-specific audits (asset compliance, balance, performance)
- Preparing a release (checklists, changelogs, patch notes, localisation)
- Prototyping a mechanic in isolation, or onboarding a contributor
Skip it when the task is general software work with no game engine, web/API/infra
unrelated to games, a single quick edit needing no design context, or an engine
this skill does not cover.
Quick path
Pick the workflow for your phase and invoke it as /game-dev <command>:
- Concept:
start → brainstorm → design-system → map-systems
- Pre-production:
setup-engine → architecture-decision → prototype → sprint-plan
- Production:
team-* → code-review → perf-profile → balance-check
- Polish:
team-polish → asset-audit → playtest-report → bug-report
- Release:
release-checklist → localize → changelog → patch-notes → launch-checklist
- Post-release:
hotfix → retrospective → tech-debt → scope-check
Unsure where you are? Run /game-dev start — it detects project state and routes you.
Engines at a glance
| Engine |
Availability |
Notes |
| Godot 4.6.1 |
Host-side/CI only — not installed in this image (see godot-development) |
Full support once available: headless testing, GDScript/C#/GDExtension. |
| Blender 5.1.2 |
Native (blender) |
Asset pipeline: model, texture, animation export. |
| Unity 2023+ |
External MCP bridge |
Host machine required; file-only fallback without it. |
| Unreal 5.x |
External MCP bridge |
Host machine required; file-only fallback without it. |
The LLM knowledge cutoff predates Godot 4.4 — cross-reference engine-reference/godot/
before suggesting Godot API calls. Full matrix, MCP bridge setup, and Godot headless
testing patterns: references/engines-and-testing.md.
Collaborative design principle (governance)
Agents act as expert consultants; the user is the creative director with final
decision authority. Every non-trivial interaction follows:
Question → Options → Decision → Draft → Approval.
- Ask before writing files — "May I write this to [filepath]?" before Write/Edit
- Show a draft or summary before requesting approval; multi-file changesets need explicit approval
- No commits without user instruction
- No unilateral cross-domain changes (don't modify files outside a delegated domain)
Bundled resources
Everything lives relative to this skill directory:
| Path |
Contents |
agents/ |
48 agent templates (hierarchical delegation model). Roster: references/agent-roster.md. |
rules/ |
11 path-scoped coding/content rules. Summaries: references/coding-rules.md. |
engine-reference/ |
Version-pinned Godot / Unity / Unreal API snapshots, breaking changes, deprecations. |
tools/ |
engine-check.sh, godot-headless.sh helpers. |
examples/ |
Worked session transcripts (combat, design crafting, scope crisis, reverse-document). |
references/ |
On-demand detail — see below. |
References (load on demand)
- references/workflows.md — all 38
/game-dev commands and the 7 team-orchestration pipelines, grouped by stage.
- references/agent-roster.md — the 48 agents by department, with roles.
- references/engines-and-testing.md — engine matrix, Unity/Unreal external-MCP setup, Godot headless testing patterns.
- references/coding-rules.md — the 11 path-scoped rule sets.
- references/context-and-structure.md — long-session context management, session-state recovery, and the project directory layout.
1---2name: game-dev3description: Game development studio for Godot (native), Unity, and Unreal projects — design, programming, art, audio, QA, production, and multi-agent team orchestration. Use when starting or building a game, adding a gameplay feature spanning multiple systems, running sprint/gate/release workflows, auditing assets or balance, or coordinating a game-dev team on Godot, Unity, or Unreal. Not for general software work with no game engine involved.4---56# Game Development Studio Skill78A full game-development operating model: 48 specialised agents across 89departments, 38 `/game-dev` workflow commands, 11 path-scoped coding rule sets,10and version-pinned engine references. Covers the whole lifecycle from concept11through release. Ported from Claude Code Game Studios.1213## When to use1415- Starting a new game project (concept, engine setup, GDD)16- Adding a major gameplay feature that spans multiple systems17- Running sprint planning, retrospectives, or phase-gate checks18- Coordinating a multi-agent team (combat, narrative, level, audio, UI, polish, release)19- Game-specific audits (asset compliance, balance, performance)20- Preparing a release (checklists, changelogs, patch notes, localisation)21- Prototyping a mechanic in isolation, or onboarding a contributor2223Skip it when the task is general software work with no game engine, web/API/infra24unrelated to games, a single quick edit needing no design context, or an engine25this skill does not cover.2627## Quick path2829Pick the workflow for your phase and invoke it as `/game-dev <command>`:3031- **Concept:** `start` → `brainstorm` → `design-system` → `map-systems`32- **Pre-production:** `setup-engine` → `architecture-decision` → `prototype` → `sprint-plan`33- **Production:** `team-*` → `code-review` → `perf-profile` → `balance-check`34- **Polish:** `team-polish` → `asset-audit` → `playtest-report` → `bug-report`35- **Release:** `release-checklist` → `localize` → `changelog` → `patch-notes` → `launch-checklist`36- **Post-release:** `hotfix` → `retrospective` → `tech-debt` → `scope-check`3738Unsure where you are? Run `/game-dev start` — it detects project state and routes you.3940## Engines at a glance4142| Engine | Availability | Notes |43|--------|-------------|-------|44| **Godot** 4.6.1 | Host-side/CI only — not installed in this image (see `godot-development`) | Full support once available: headless testing, GDScript/C#/GDExtension. |45| **Blender** 5.1.2 | Native (`blender`) | Asset pipeline: model, texture, animation export. |46| **Unity** 2023+ | External MCP bridge | Host machine required; file-only fallback without it. |47| **Unreal** 5.x | External MCP bridge | Host machine required; file-only fallback without it. |4849The LLM knowledge cutoff predates Godot 4.4 — cross-reference `engine-reference/godot/`50before suggesting Godot API calls. Full matrix, MCP bridge setup, and Godot headless51testing patterns: [references/engines-and-testing.md](references/engines-and-testing.md).5253## Collaborative design principle (governance)5455Agents act as expert consultants; the user is the creative director with final56decision authority. Every non-trivial interaction follows:57`Question → Options → Decision → Draft → Approval`.5859- Ask before writing files — "May I write this to [filepath]?" before Write/Edit60- Show a draft or summary before requesting approval; multi-file changesets need explicit approval61- No commits without user instruction62- No unilateral cross-domain changes (don't modify files outside a delegated domain)6364## Bundled resources6566Everything lives relative to this skill directory:6768| Path | Contents |69|------|----------|70| `agents/` | 48 agent templates (hierarchical delegation model). Roster: [references/agent-roster.md](references/agent-roster.md). |71| `rules/` | 11 path-scoped coding/content rules. Summaries: [references/coding-rules.md](references/coding-rules.md). |72| `engine-reference/` | Version-pinned Godot / Unity / Unreal API snapshots, breaking changes, deprecations. |73| `tools/` | `engine-check.sh`, `godot-headless.sh` helpers. |74| `examples/` | Worked session transcripts (combat, design crafting, scope crisis, reverse-document). |75| `references/` | On-demand detail — see below. |7677### References (load on demand)7879- [references/workflows.md](references/workflows.md) — all 38 `/game-dev` commands and the 7 team-orchestration pipelines, grouped by stage.80- [references/agent-roster.md](references/agent-roster.md) — the 48 agents by department, with roles.81- [references/engines-and-testing.md](references/engines-and-testing.md) — engine matrix, Unity/Unreal external-MCP setup, Godot headless testing patterns.82- [references/coding-rules.md](references/coding-rules.md) — the 11 path-scoped rule sets.83- [references/context-and-structure.md](references/context-and-structure.md) — long-session context management, session-state recovery, and the project directory layout.