by Donchitos
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
# Add to your Claude Code skills
git clone https://github.com/Donchitos/Claude-Code-Game-StudiosGuides for using ai agents skills like Claude-Code-Game-Studios.
Last scanned: 4/17/2026
{
"issues": [],
"status": "PASSED",
"scannedAt": "2026-04-17T06:06:22.762Z",
"semgrepRan": false,
"npmAuditRan": true,
"pipAuditRan": true
}See how Claude-Code-Game-Studios compares with popular alternatives.
Claude-Code-Game-Studios is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by Donchitos. Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. It has 32,907 GitHub stars.
Yes. Claude-Code-Game-Studios passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/Donchitos/Claude-Code-Game-Studios" and add it to your Claude Code skills directory (see the Installation section above).
Claude-Code-Game-Studios is primarily written in Shell. It is open-source under Donchitos on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh Claude-Code-Game-Studios against similar tools.
No comments yet. Be the first to share your thoughts!
Based on votes and bookmarks from developers who liked this skill
From $49 · 30 days · terms & refunds
⚠️ Third-Party Software Notice
This skill is third-party open-source software developed and hosted independently on GitHub. SkillsLLM is an informational directory and does not control or maintain the underlying repository.
Any security checks, ratings, or warnings displayed by SkillsLLM are automated and limited in scope. They do not constitute a security certification or guarantee that the software is safe, error-free, or free from malicious code, vulnerabilities, compromised dependencies, or prompt-injection risks.
Review the source code, permissions, dependencies, and configuration before installing or running any third-party skill. Use is at your own risk. To the maximum extent permitted by applicable law, SkillsLLM is not liable for losses arising from third-party software.
Automated security scan — not a certification.
See comparison
Building a game solo with AI is powerful — but a single chat session has no structure. No one stops you from hardcoding magic numbers, skipping design docs, or writing spaghetti code. There's no QA pass, no design review, no one asking "does this actually fit the game's vision?"
Claude Code Game Studios solves this by giving your AI session the structure of a real studio. Instead of one general-purpose assistant, you get 49 specialized agents organized into a studio hierarchy — directors who guard the vision, department leads who own their domains, and specialists who do the hands-on work. Each agent has defined responsibilities, escalation paths, and quality gates.
The result: you still make every decision, but now you have a team that asks the right questions, catches mistakes early, and keeps your project organized from first brainstorm to launch.
| Category | Count | Description |
|---|---|---|
| Agents | 49 | Specialized subagents across design, programming, art, audio, narrative, QA, and production |
| Skills | 74 | Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.) |
| Hooks | 15 | Automated validation on commits, pushes, asset changes, design-doc reads, writes and registries, session lifecycle, agent audit trail, and gap detection |
| Rules | 14 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, scene and asset files, and more |
| Templates | 62 | Document templates for GDDs, UX specs, ADRs, sprint plans, HUD design, accessibility, and more |
Agents are organized into three tiers, matching how real studios operate:
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, lead-programmer 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.
The template includes agent sets for all three major engines. Use the set that matches your project:
| Engine | Lead Agent | Sub-Specialists |
|---|---|---|
| Godot 4 | godot-specialist |
GDScript, Shaders, GDExtension |
| Unity | unity-specialist |
DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit |
| Unreal Engine 5 | unreal-specialist |
GAS, Blueprints, Replication, UMG/CommonUI |
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
A fair question, and the answer is a measurement rather than a sample project.
Four games were built from one brief at different modes.rigor levels and the
documents each wrote before its first line of game code were counted:
modes.rigor |
Docs before first line of game code | Time |
|---|---|---|
minimal |
1 (the one-page brief) | 0 min |
standard |
30 | 58 min |
All of them produced a running, tested game. Two blind reviewers and a human
playtest then ranked the standard build last — the extra 29 documents
bought traceability, not a better game.
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 production/qa/evidence/. A parse check is not a run.
This holds at every rigor level, including minimal, where automated tests are
waived but the look is not.
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.
npm install -g @anthropic-ai/claude-code also works, on Node.js 22+)project.yaml for every skill and hook; without it every setting silently falls back to its defaultHooks 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.
Clone or use as template:
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
Open Claude Code in the project's root folder (the one holding
CLAUDE.md and project.yaml) and start a session:
claude
Starting it in a subfolder such as src/ skips the project's hooks, deny
rules and ask-first permission mode.
Run /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 4.7 — configure your engine if you already know/project-stage-detect — analyze an existing projectproject.yaml at the repo root is the single source of truth for how the
studio behaves on your project — engine, naming conventions, and a modes