添加 claude code game studios 到项目
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.claude/docs/quick-start.md
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# Game Studio Agent Architecture -- Quick Start Guide
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## What Is This?
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This is a complete Claude Code agent architecture for game development. It
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organizes 49 specialized AI agents into a studio hierarchy that mirrors
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real game development teams, with defined responsibilities, delegation
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rules, and coordination protocols. It includes engine-specialist agents
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for Godot, Unity, and Unreal — each with dedicated sub-specialists for
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major engine subsystems. All design agents and templates are grounded in
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established game design theory (MDA Framework, Self-Determination Theory,
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Flow State, Bartle Player Types). Use whichever engine set matches your project.
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## How to Use
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### 1. Understand the Hierarchy
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There are three tiers of agents:
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- **Tier 1 (Opus)**: Directors who make high-level decisions
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- `creative-director` -- vision and creative conflict resolution
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- `technical-director` -- architecture and technology decisions
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- `producer` -- scheduling, coordination, and risk management
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- **Tier 2 (Sonnet)**: Department leads who own their domain
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- `game-designer`, `lead-programmer`, `art-director`, `audio-director`,
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`narrative-director`, `qa-lead`, `release-manager`, `localization-lead`
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- **Tier 3 (Sonnet/Haiku)**: Specialists who execute within their domain
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- Designers, programmers, artists, writers, testers, engineers
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### 2. Pick the Right Agent for the Job
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Ask yourself: "What department would handle this in a real studio?"
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| I need to... | Use this agent |
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|-------------|---------------|
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| Design a new mechanic | `game-designer` |
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| Write combat code | `gameplay-programmer` |
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| Create a shader | `technical-artist` |
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| Write dialogue | `writer` |
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| Plan the next sprint | `producer` |
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| Review code quality | `lead-programmer` |
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| Write test cases | `qa-tester` |
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| Design a level | `level-designer` |
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| Fix a performance problem | `performance-analyst` |
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| Set up CI/CD | `devops-engineer` |
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| Design a loot table | `economy-designer` |
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| Resolve a creative conflict | `creative-director` |
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| Make an architecture decision | `technical-director` |
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| Manage a release | `release-manager` |
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| Prepare strings for translation | `localization-lead` |
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| Test a mechanic idea quickly | `prototyper` |
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| Review code for security issues | `security-engineer` |
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| Check accessibility compliance | `accessibility-specialist` |
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| Get Unreal Engine advice | `unreal-specialist` |
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| Get Unity advice | `unity-specialist` |
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| Get Godot advice | `godot-specialist` |
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| Design GAS abilities/effects | `ue-gas-specialist` |
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| Define BP/C++ boundaries | `ue-blueprint-specialist` |
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| Implement UE replication | `ue-replication-specialist` |
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| Build UMG/CommonUI widgets | `ue-umg-specialist` |
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| Design DOTS/ECS architecture | `unity-dots-specialist` |
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| Write Unity shaders/VFX | `unity-shader-specialist` |
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| Manage Addressable assets | `unity-addressables-specialist` |
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| Build UI Toolkit/UGUI screens | `unity-ui-specialist` |
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| Write idiomatic GDScript | `godot-gdscript-specialist` |
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| Write Godot C# code | `godot-csharp-specialist` |
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| Create Godot shaders | `godot-shader-specialist` |
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| Build GDExtension modules | `godot-gdextension-specialist` |
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| Plan live events and seasons | `live-ops-designer` |
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| Write patch notes for players | `community-manager` |
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| Brainstorm a new game idea | Use `/brainstorm` skill |
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### 3. Use Slash Commands for Common Tasks
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| Command | What it does |
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|---------|-------------|
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| `/start` | First-time onboarding — asks where you are, guides you to the right workflow |
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| `/help` | Context-aware "what do I do next?" — reads your current phase and artifacts |
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| `/project-stage-detect` | Analyze project state, detect stage, identify gaps |
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| `/setup-engine` | Configure engine + version, populate reference docs |
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| `/adopt` | Brownfield audit and migration plan for existing projects |
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| `/brainstorm` | Guided game concept ideation from scratch |
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| `/map-systems` | Decompose concept into systems, map dependencies, guide per-system GDDs |
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| `/design-system` | Guided, section-by-section GDD authoring for a single game system |
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| `/quick-design` | Lightweight spec for small changes — tuning, tweaks, minor additions |
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| `/review-all-gdds` | Cross-GDD consistency and game design theory review |
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| `/propagate-design-change` | Find ADRs and stories affected by a GDD change |
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| `/art-bible` | Guided, section-by-section Art Bible authoring — creates visual identity spec before asset production |
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| `/asset-spec` | Generate per-asset visual specifications and AI generation prompts from GDDs or character profiles |
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| `/ux-design` | Author UX specs (screen/flow, HUD, interaction patterns) |
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| `/ux-review` | Validate UX specs for accessibility and GDD alignment |
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| `/create-architecture` | Master architecture document for the game |
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| `/architecture-decision` | Creates an ADR |
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| `/architecture-review` | Validate all ADRs, dependency ordering, GDD traceability |
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| `/create-control-manifest` | Flat programmer rules sheet from Accepted ADRs |
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| `/create-epics` | Translate GDDs + ADRs into epics (one per architectural module) |
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| `/create-stories` | Break a single epic into implementable story files |
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| `/dev-story` | Read a story and implement it — routes to the correct programmer agent |
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| `/sprint-plan` | Creates or updates sprint plans |
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| `/sprint-status` | Quick 30-line sprint snapshot |
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| `/story-readiness` | Validate a story is implementation-ready before pickup |
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| `/story-done` | End-of-story completion review — verifies acceptance criteria |
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| `/estimate` | Produces structured effort estimates |
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| `/design-review` | Reviews a design document |
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| `/code-review` | Reviews code for quality and architecture |
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| `/balance-check` | Analyzes game balance data |
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| `/asset-audit` | Audits assets for compliance |
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| `/content-audit` | GDD-specified content vs. implemented — find gaps |
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| `/scope-check` | Detect scope creep against plan |
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| `/perf-profile` | Performance profiling and bottleneck ID |
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| `/tech-debt` | Scan, track, and prioritize tech debt |
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| `/gate-check` | Validate phase readiness (PASS/CONCERNS/FAIL) |
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| `/consistency-check` | Scan all GDDs for cross-document inconsistencies (conflicting stats, names, rules) |
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| `/security-audit` | Audit for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure |
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| `/reverse-document` | Generate design/architecture docs from existing code |
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| `/milestone-review` | Reviews milestone progress |
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| `/retrospective` | Runs sprint/milestone retrospective |
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| `/bug-report` | Structured bug report creation |
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| `/playtest-report` | Creates or analyzes playtest feedback |
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| `/onboard` | Generates onboarding docs for a role |
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| `/release-checklist` | Validates pre-release checklist |
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| `/launch-checklist` | Complete launch readiness validation |
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| `/changelog` | Generates changelog from git history |
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| `/patch-notes` | Generate player-facing patch notes |
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| `/hotfix` | Emergency fix with audit trail |
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| `/day-one-patch` | Prepare a focused day-one patch for known issues discovered after gold master |
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| `/prototype` | Concept prototype — validate core idea before writing GDDs (Phase 1) |
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| `/vertical-slice` | Production-quality end-to-end build — validate full game loop (Phase 4) |
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| `/localize` | Localization scan, extract, validate |
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| `/team-combat` | Orchestrate full combat team pipeline |
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| `/team-narrative` | Orchestrate full narrative team pipeline |
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| `/team-ui` | Orchestrate full UI team pipeline |
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| `/team-release` | Orchestrate full release team pipeline |
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| `/team-polish` | Orchestrate full polish team pipeline |
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| `/team-audio` | Orchestrate full audio team pipeline |
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| `/team-level` | Orchestrate full level creation pipeline |
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| `/team-live-ops` | Orchestrate live-ops team for seasons, events, and post-launch content |
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| `/team-qa` | Orchestrate full QA team cycle — test plan, test cases, smoke check, sign-off |
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| `/qa-plan` | Generate a QA test plan for a sprint or feature |
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| `/bug-triage` | Re-prioritize open bugs, assign to sprints, surface systemic trends |
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| `/smoke-check` | Run critical path smoke test gate before QA hand-off (PASS/FAIL) |
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| `/soak-test` | Generate a soak test protocol for extended play sessions |
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| `/regression-suite` | Map coverage to GDD critical paths, flag gaps, maintain regression suite |
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| `/test-setup` | Scaffold test framework + CI pipeline for the project's engine (run once) |
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| `/test-helpers` | Generate engine-specific test helper libraries and factory functions |
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| `/test-flakiness` | Detect flaky tests from CI history, flag for quarantine or fix |
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| `/test-evidence-review` | Quality review of test files and manual evidence — ADEQUATE/INCOMPLETE/MISSING |
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| `/skill-test` | Validate skill files for compliance and correctness (static / spec / audit) |
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| `/skill-improve` | Improve a skill using a test-fix-retest loop — diagnose, propose fix, rewrite, verify |
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### 4. Use Templates for New Documents
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Templates are in `.claude/docs/templates/`:
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- `game-design-document.md` -- for new mechanics and systems
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- `architecture-decision-record.md` -- for technical decisions
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- `architecture-traceability.md` -- maps GDD requirements to ADRs to story IDs
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- `risk-register-entry.md` -- for new risks
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- `narrative-character-sheet.md` -- for new characters
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- `test-plan.md` -- for feature test plans
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- `sprint-plan.md` -- for sprint planning
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- `milestone-definition.md` -- for new milestones
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- `level-design-document.md` -- for new levels
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- `game-pillars.md` -- for core design pillars
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- `art-bible.md` -- for visual style reference
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- `technical-design-document.md` -- for per-system technical designs
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- `post-mortem.md` -- for project/milestone retrospectives
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- `sound-bible.md` -- for audio style reference
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- `release-checklist-template.md` -- for platform release checklists
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- `changelog-template.md` -- for player-facing patch notes
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- `release-notes.md` -- for player-facing release notes
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- `incident-response.md` -- for live incident response playbooks
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- `game-concept.md` -- for initial game concepts (MDA, SDT, Flow, Bartle)
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- `pitch-document.md` -- for pitching the game to stakeholders
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- `economy-model.md` -- for virtual economy design (sink/faucet model)
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- `faction-design.md` -- for faction identity, lore, and gameplay role
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- `systems-index.md` -- for systems decomposition and dependency mapping
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- `project-stage-report.md` -- for project stage detection output
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- `design-doc-from-implementation.md` -- for reverse-documenting existing code into GDDs
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- `architecture-doc-from-code.md` -- for reverse-documenting code into architecture docs
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- `concept-doc-from-prototype.md` -- for reverse-documenting prototypes into concept docs
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- `ux-spec.md` -- for per-screen UX specifications (layout zones, states, events)
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- `hud-design.md` -- for whole-game HUD philosophy, zones, and element specs
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- `accessibility-requirements.md` -- for project-wide accessibility tier and feature matrix
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- `interaction-pattern-library.md` -- for standard UI controls and game-specific patterns
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- `player-journey.md` -- for 6-phase emotional arc and retention hooks by time scale
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- `difficulty-curve.md` -- for difficulty axes, onboarding ramp, and cross-system interactions
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- `test-evidence.md` -- template for recording manual test evidence (screenshots, walkthrough notes)
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Also in `.claude/docs/templates/collaborative-protocols/` (used by agents, not typically edited directly):
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- `design-agent-protocol.md` -- question-options-draft-approval cycle for design agents
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- `implementation-agent-protocol.md` -- story pickup through /story-done cycle for programming agents
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- `leadership-agent-protocol.md` -- cross-department delegation and escalation for director-tier agents
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### 5. Follow the Coordination Rules
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1. Work flows down the hierarchy: Directors -> Leads -> Specialists
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2. Conflicts escalate up the hierarchy
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3. Cross-department work is coordinated by the `producer`
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4. Agents do not modify files outside their domain without delegation
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5. All decisions are documented
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## First Steps for a New Project
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**Don't know where to begin?** Run `/start`. It asks where you are and routes
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you to the right workflow. No assumptions about your game, engine, or experience level.
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If you already know what you need, jump directly to the relevant path:
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### Path A: "I have no idea what to build"
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1. **Run `/start`** (or `/brainstorm open`) — guided creative exploration:
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what excites you, what you've played, your constraints
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- Generates 3 concepts, helps you pick one, defines core loop and pillars
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- Produces a game concept document and recommends an engine
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2. **Set up the engine** — Run `/setup-engine` (uses the brainstorm recommendation)
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- Configures CLAUDE.md, detects knowledge gaps, populates reference docs
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- Creates `.claude/docs/technical-preferences.md` with naming conventions,
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performance budgets, and engine-specific defaults
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- If the engine version is newer than the LLM's training data, it fetches
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current docs from the web so agents suggest correct APIs
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3. **Validate the concept** — Run `/design-review design/gdd/game-concept.md`
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4. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies
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5. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`)
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to write GDDs in dependency order
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6. **Prototype the mechanic** — Run `/prototype [core-mechanic]` (1–3 days — before writing GDDs)
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7. **Design each system** — Run `/design-system [system-name]` to write GDDs, informed by prototype findings
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8. **Plan the first sprint** — After architecture and `/vertical-slice`, run `/sprint-plan new`
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9. Start building
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### Path B: "I know what I want to build"
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If you already have a game concept and engine choice:
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1. **Set up the engine** — Run `/setup-engine [engine] [version]`
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(e.g., `/setup-engine godot 4.6`) — also creates technical preferences
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2. **Write the Game Pillars** — delegate to `creative-director`
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3. **Decompose into systems** — Run `/map-systems` to enumerate systems and dependencies
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4. **Design each system** — Run `/design-system [system-name]` for GDDs in dependency order
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5. **Create the initial ADR** — Run `/architecture-decision`
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6. **Create the first milestone** in `production/milestones/`
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7. **Plan the first sprint** — Run `/sprint-plan new`
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8. Start building
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### Path C: "I know the game but not the engine"
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If you have a concept but don't know which engine fits:
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1. **Run `/setup-engine`** with no arguments — it will ask about your game's
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needs (2D/3D, platforms, team size, language preferences) and recommend
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an engine based on your answers
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2. Follow Path B from step 2 onward
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### Path D: "I have an existing project"
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If you have design docs, prototypes, or code already:
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1. **Run `/start`** (or `/project-stage-detect`) — analyzes what exists,
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identifies gaps, and recommends next steps
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2. **Run `/adopt`** if you have existing GDDs, ADRs, or stories — audits
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internal format compliance and builds a numbered migration plan to fill gaps
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without overwriting your existing work
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3. **Configure engine if needed** — Run `/setup-engine` if not yet configured
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4. **Validate phase readiness** — Run `/gate-check` to see where you stand
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5. **Plan the next sprint** — Run `/sprint-plan new`
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## File Structure Reference
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```
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CLAUDE.md -- Master config (read this first, ~60 lines)
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.claude/
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settings.json -- Claude Code hooks and project settings
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agents/ -- 49 agent definitions (YAML frontmatter)
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skills/ -- 73 slash command definitions (YAML frontmatter)
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hooks/ -- 12 hook scripts (.sh) wired by settings.json
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rules/ -- 11 path-specific rule files
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docs/
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quick-start.md -- This file
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technical-preferences.md -- Project-specific standards (populated by /setup-engine)
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coding-standards.md -- Coding and design doc standards
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coordination-rules.md -- Agent coordination rules
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context-management.md -- Context budgets and compaction instructions
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directory-structure.md -- Project directory layout
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workflow-catalog.yaml -- 7-phase pipeline definition (read by /help)
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setup-requirements.md -- System prerequisites (Git Bash, jq, Python)
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settings-local-template.md -- Personal settings.local.json guide
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templates/ -- 41 document templates
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```
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