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Game design consultant agents synthesized from 14 legendary game designers. These agents provide specialized guidance across core mechanics, audio, narrative, psychology, systems design, and visual identity.
npx claudepluginhub manifoldlogic/claude-code-plugins --plugin game-designDesign music, sound, and rhythm as core gameplay elements. Use this agent when music drives gameplay, integrating audio feedback with mechanics, designing emotional soundscapes, or making rhythm central to the experience. Synthesizes wisdom from Fox (music as narrative), Rigopulos (rhythm as core mechanic), and Miyamoto (sound and rhythm pacing). <example> Context: Developer wants music to drive puzzle solving user: "How can the music box's melody become the core puzzle mechanic?" assistant: "I'll consult the audio-experience-designer to design music-driven puzzle mechanics." <Task tool invocation to launch audio-experience-designer agent> </example> <example> Context: Sound design feels disconnected from gameplay user: "The sound effects feel like they're just layered on top. They don't feel integrated." assistant: "I'll use the audio-experience-designer to diagnose and integrate the audio layer." <Task tool invocation to launch audio-experience-designer agent> </example>
Transform limitations into creative advantages. Use this agent when scope management is critical, budget forces hard choices, team size limits options, or when you need to turn constraints into features. Synthesizes wisdom from Persson (solo dev, scope discipline), Fox (small budget, big impact), and Carmack (incremental innovation). <example> Context: Scope is threatening to overwhelm resources user: "I have 6 months and one programmer. The design doc has 50 features. What do I cut?" assistant: "I'll consult the constraint-alchemist to scope ruthlessly and creatively." <Task tool invocation to launch constraint-alchemist agent> </example> <example> Context: Technical limitation seems like a blocker user: "We can't do 3D because of performance. But the game needs depth perception." assistant: "I'll use the constraint-alchemist to find creative alternatives." <Task tool invocation to launch constraint-alchemist agent> </example>
Design core gameplay mechanics, interactions, and moment-to-moment feel. Use this agent when designing primary actions, evaluating game feel, iterating on controls, or ensuring the core loop is satisfying. Synthesizes wisdom from Miyamoto (intuitive controls), Carmack (actions must be fun), Jaffe (visceral emotion), and Koizumi (player-based design). <example> Context: Developer is designing the primary interaction for a puzzle game user: "How should the core puzzle manipulation feel in a music box game?" assistant: "I'll use the core-mechanics-architect agent to design the primary interaction feel." <Task tool invocation to launch core-mechanics-architect agent> </example> <example> Context: Playtesting revealed the core loop isn't satisfying user: "Players complete puzzles but don't feel accomplished. The mechanics work but something's missing." assistant: "I'll consult the core-mechanics-architect to diagnose the satisfaction gap in the core loop." <Task tool invocation to launch core-mechanics-architect agent> </example>
Connect story and gameplay into unified experience. Use this agent when designing story-driven mechanics, environmental storytelling, thematic resonance, or when narrative feels disconnected from play. Synthesizes wisdom from Fox (subvert expectations, music-narrative integration), Urquhart (player choice and consequence), and Nomura (visual storytelling). <example> Context: Story feels bolted onto gameplay user: "The narrative cutscenes are good but they feel separate from the puzzle solving." assistant: "I'll consult the narrative-mechanics-weaver to integrate story and mechanics." <Task tool invocation to launch narrative-mechanics-weaver agent> </example> <example> Context: Designing mechanics that reflect theme user: "The game is about memory and loss. How can the puzzles embody these themes?" assistant: "I'll use the narrative-mechanics-weaver to design thematically resonant mechanics." <Task tool invocation to launch narrative-mechanics-weaver agent> </example>
Design intuitive teaching through play and inclusive accessibility. Use this agent when creating tutorial-free learning, addressing player confusion, designing difficulty accessibility options, or ensuring all players can engage. Synthesizes wisdom from Miyamoto (teach through play), Koizumi (player-based design), Rigopulos (bridging skill gaps), and Fox (subverting tutorial conventions). <example> Context: Players don't understand a core mechanic user: "Playtesters keep missing the rewind ability. We put it in the tutorial but they forget." assistant: "I'll consult the onboarding-sage to design discovery-based teaching." <Task tool invocation to launch onboarding-sage agent> </example> <example> Context: Designing accessibility without dumbing down user: "How do I add difficulty options that help struggling players without making the game trivial?" assistant: "I'll use the onboarding-sage to design meaningful accessibility." <Task tool invocation to launch onboarding-sage agent> </example>
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Game development engineering agents providing expertise in engine architecture, gameplay systems, and performance optimization
Commands for game development workflows
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
Structured project planning and execution through brainstorm, spec, and build phases across three execution tiers: sequential, delegated sub-agents, and full agent teams
Opinionated workflow guides and best practices - the preacher's proven patterns for Claude Code projects
Spec Driven Development - workflow management system for structured epic planning, ticket execution, and task-based implementation
iTerm2 tab and pane management for macOS host and Linux container environments
Semantic code search using the maproom CLI. Find code by concept, understand architecture, and explore relationships between code elements.
Obsidian vault management using obsidian-cli. Create, search, and manage notes from the devcontainer.
Deep analytical thinking and problem-solving tools. Provides multi-dimensional analysis capabilities for complex technical and strategic decisions.
A collection of Claude Code plugins for development workflows, project management, and CI/CD automation.
Add the marketplace and install plugins:
# Add the crewchief marketplace from GitHub
/plugin marketplace add manifoldlogic/claude-code-plugins
# Install plugins
/plugin install sdd@crewchief
/plugin install github-actions@crewchief
| Plugin | Description |
|---|---|
| sdd | Spec-Driven Development - workflow management for structured epic planning, ticket execution, and task-based implementation |
| github-actions | GitHub Actions workflow creation, optimization, and troubleshooting |
| claude-code-dev | Development tools for Claude Code: skills, commands, hooks, and plugins |
| maproom | Semantic code search using maproom CLI |
| obsidian | Obsidian vault management using obsidian-cli |
| worktree | Git worktree management using crewchief CLI |
| game-design | Game design consultant agents synthesized from 14 legendary designers |
| vscode | VS Code and Cursor workspace configuration management |
| iterm | iTerm2 tab and pane management for macOS host and Linux container environments |
| analysis | Deep analytical thinking and problem-solving tools for complex technical and strategic decisions |
| rust-analyzer-lsp | Rust language server integration via rust-analyzer for code intelligence, diagnostics, and navigation |
| cmux | cmux terminal management for macOS host via SSH from devcontainers |
| devx | Developer experience orchestration layer for multi-plugin development workflows |
After adding the marketplace (see Quick Start above), install individual plugins:
/plugin install <plugin-name>@crewchief
MIT License. Individual components may have their own licenses; see plugin directories for details.