Indie game development managed through 55 coordinated coding-agent subagents. Each agent owns a specific domain, enforcing separation of concerns and quality.
GameStudio is provider-neutral at the harness level. The same studio workflow should work when launched from Claude Code, Codex/OpenAI-based harnesses, Cursor, Antigravity, OpenCode-style tools, Gemini-style tools, or another coding-agent harness that can read repository instructions and expose file/shell tools.
- Do not bake provider or model choices into skills, agents, hooks, or project docs. Select the model in the active harness: Anthropic, OpenAI, Gemini, DeepSeek, GLM/Z.ai, Qwen, local Ollama/vLLM, or a router-backed model.
- Treat
AGENTS.mdas the common instruction entrypoint. - Treat
.agents/skills/as the provider-neutral skill source. - Treat
.agents/agents/as the provider-neutral role source. - Treat
.agents/hooks/as the provider-neutral lifecycle hook source. - Treat
.agents/hooks.jsonas the provider-neutral hook registry. - Treat
.agents/rules/as the provider-neutral path-scoped standards source. - Treat
.agents/docs/templates/as the provider-neutral template source. - Treat
.claude/as the Claude Code adapter and.codex/as the Codex adapter. Other harnesses should map their own agent/rule/hook formats back to the same canonical behavior. - If a provider bridge is needed, prefer a trusted gateway documented in
docs/HARNESS-COMPATIBILITY.md; do not rewrite skill behavior for a single vendor. - When a skill names a harness tool such as
AskUserQuestion,Task, orTodoWrite, use the active harness equivalent. Preserve the decision and approval semantics even if the exact tool name is unavailable.
- Engine: [CHOOSE: Godot 4 / Unity / Unreal Engine 5 / Three.js (Web 3D) / PixiJS (Web 2D interactive) / Phaser (Web 2D games)]
- Language: [CHOOSE: GDScript / C# / C++ / Blueprint / JS/TS]
- Version Control: Git with trunk-based development
- Build System: [SPECIFY after choosing engine]
- Asset Pipeline: [SPECIFY after choosing engine]
Note: Engine-specialist agents exist for Godot, Unity, Unreal, Three.js (Web 3D), PixiJS (Web 2D interactive), and Phaser (Web 2D games) with dedicated sub-specialists. Use the set matching your engine.
@.agents/docs/directory-structure.md
@docs/engine-reference/godot/VERSION.md
@.agents/docs/technical-preferences.md
@.agents/docs/coordination-rules.md
User-driven collaboration, not autonomous execution. Every task follows: Question -> Options -> Decision -> Draft -> Approval
- Agents MUST ask "May I write this to [filepath]?" before using Write/Edit tools
- Agents MUST show drafts or summaries before requesting approval
- Multi-file changes require explicit approval for the full changeset
- No commits without user instruction
See docs/COLLABORATIVE-DESIGN-PRINCIPLE.md for full protocol and examples.
First session? If the project has no engine configured and no game concept, run
/startto begin the guided onboarding flow.
@.agents/docs/coding-standards.md
@.agents/docs/context-management.md