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GameStudio -- Game Studio Agent Architecture

Indie game development managed through 55 coordinated coding-agent subagents. Each agent owns a specific domain, enforcing separation of concerns and quality.

Harness Compatibility

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.md as 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.json as 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, or TodoWrite, use the active harness equivalent. Preserve the decision and approval semantics even if the exact tool name is unavailable.

Technology Stack

  • 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.

Project Structure

@.agents/docs/directory-structure.md

Engine Version Reference

@docs/engine-reference/godot/VERSION.md

Technical Preferences

@.agents/docs/technical-preferences.md

Coordination Rules

@.agents/docs/coordination-rules.md

Collaboration Protocol

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 /start to begin the guided onboarding flow.

Coding Standards

@.agents/docs/coding-standards.md

Context Management

@.agents/docs/context-management.md