By sergevatel
XCITE game-studio agent architecture: 49 specialist subagents and 73 SDLC skills spanning design, GDD authoring, systems mapping, sprint planning, QA, UX, performance, and release.
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Uses power tools
Uses Bash, Write, or Edit tools
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Turn a single Claude Code session into a full game development studio.
49 agents. 73 skills. One coordinated AI team.
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 | 73 | Slash commands for every workflow phase (/start, /design-system, /create-epics, /create-stories, /dev-story, /story-done, etc.) |
| Hooks | 12 | Automated validation on commits, pushes, asset changes, session lifecycle, agent audit trail, and gap detection |
| Rules | 11 | Path-scoped coding standards enforced when editing gameplay, engine, AI, UI, network code, and more |
| Templates | 41 | 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 (Opus)
creative-director technical-director producer
Tier 2 — Department Leads (Sonnet)
game-designer lead-programmer art-director
audio-director narrative-director qa-lead
release-manager localization-lead
Tier 3 — Specialists (Sonnet/Haiku)
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
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 73 skills:
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