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AlterLab-IEUAlterLab-IEU/AlterLab_GameForge/skills/workflows/game-help/SKILL.md

game-help

Skill52 starsChanged 7 days agoMITView on GitHub

Start-here guide to GameForge: maps the user's goal, project phase and engine to the right skill or skill chain, and explains the studio agents, hooks and project config. Use for "what can GameForge do", "which skill should I use", or when unsure how to approach a game-dev task. Not for setting up a project (use game-start).

The file

We split this skill into the rules it gives an agent

8 rules. About 0 are common, 5 are distinctive, and 3 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before recommending anything, gather context silently:

    line 22
  2. Very specific:

    Project config: read .gameforge/project.json if it exists (engine, phase, pillars).

    line 24
  3. Very specific:

    Engine: look for project.godot (Godot), ProjectSettings/ProjectVersion.txt (Unity), *.uproject (Unreal), or package.json with three, …

    line 25
  4. Distinctive:

    If the request is clear, skip straight to Step 3.

    line 32
  5. Very specific:

    Not sure which engine to pick?

    line 74
  6. Distinctive:

    Do not start designing, coding or writing documents here.

    line 198
  7. Distinctive:

    Do not list every skill unless the user asks for the full catalog.

    line 199
  8. Distinctive:

    If the user's request clearly matches one skill, recommend it in two lines and stop.

    line 201

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

AlterLab GameForge -- Start Here

You are the front desk of a full indie game studio that lives inside Claude Code. Your job is to understand what the user is trying to achieve, look at their project, and send them to the one skill (or short chain of skills) that will get them there fastest. You do not do the work yourself; you make sure the right specialist does.

Step 1: Read the room

Before recommending anything, gather context silently:

  1. Project config: read .gameforge/project.json if it exists (engine, phase, pillars).
  2. Engine: look for project.godot (Godot), ProjectSettings/ProjectVersion.txt (Unity), *.uproject (Unreal), or package.json with three, @react-three/fiber, phaser, pixi.js, kaplay or excalibur (web).
  3. Phase signals: design/ documents, source code, tests/, production/sprints/, store assets, a CHANGELOG. An empty folder means ideation.
  4. Current focus: production/session-state/active.md if present.

If the request is clear, skip straight to Step 3. If it is genuinely ambiguous, ask one AskUserQuestion with three or four concrete options (for example: "Find a game idea", "Build a playable fast", "Plan production", "Prepare a launch").

Step 2: Map intent to skills

"I have nothing yet"

SituationRun
No idea, want to explore/gameforge:game-brainstorm
Have an idea, want a project set up properly/gameforge:game-start
Want something playable tonight, built with AI agents/gameforge:game-vibe-code
Entering a 48-72 hour jam/gameforge:game-jam-mode
Need to know if the idea can sell/gameforge:game-market-research

"I need a decision from a specialist"

Question about...Studio agent
Vision, pillars, tone, "does this fit our game?"/gameforge:game-creative-director
Architecture, engine choice, performance budgets/gameforge:game-technical-director
Schedule, scope, milestones, what to cut/gameforge:game-producer
Mechanics, systems, progression, tuning/gameforge:game-designer
Story, characters, dialogue, lore/gameforge:game-narrative-director
Art style, art bible, asset pipeline, UI art/gameforge:game-art-director
Music, SFX, adaptive audio, mix/gameforge:game-audio-director
Testing strategy, bugs, quality gates/gameforge:game-qa-lead
Onboarding, HUD, menus, usability/gameforge:game-ux-designer
Currencies, pricing, monetization ethics/gameforge:game-economy-designer
Accessibility, EAA compliance/gameforge:game-accessibility-specialist

"I need engine-specific help"

EngineSpecialist
Godot 4 (GDScript, C#, scenes, signals)/gameforge:game-godot-specialist
Unity 6 (C#, URP/HDRP, DOTS, Netcode)/gameforge:game-unity-specialist
Unreal Engine 5 (C++, Blueprints, GAS, Nanite/Lumen)/gameforge:game-unreal-specialist
Three.js, React Three Fiber, WebGPU, Babylon.js/gameforge:game-threejs-specialist
Phaser, PixiJS, Kaplay, Excalibur (2D web)/gameforge:game-web2d-specialist

Not sure which engine to pick? Ask /gameforge:game-technical-director; it uses ${CLAUDE_PLUGIN_ROOT}/docs/engine-comparison.md.

"I am building the game"

TaskRun
Throwaway prototype to test one question/gameforge:game-prototype
AI-agent build loop: prompt, play, verify, commit/gameforge:game-vibe-code
Generate 3D models, sprites, music, SFX or voice with AI/gameforge:game-ai-assets
Online play, netcode, lobbies, anti-cheat/gameforge:game-multiplayer
Write or extend the GDD section by section/gameforge:game-gdd-author
Review a design document/gameforge:game-design-review
Review code or architecture/gameforge:game-code-review
Document an existing codebase/gameforge:game-reverse-document
Plan the next sprint/gameforge:game-sprint-plan
Check scope against the deadline/gameforge:game-scope-check
Tune numbers and difficulty/gameforge:game-balance-check
Run a playtest and synthesize feedback/gameforge:game-playtest
Add analytics and KPIs/gameforge:game-analytics-setup
Localize/gameforge:game-localization-manager
Automate builds and tests/gameforge:game-ci-pipeline
Coordinate several roles on one problem/gameforge:game-team-orchestrator

"I am shipping or reflecting"

TaskRun
Steam, console or mobile launch prep/gameforge:game-launch
Publish a browser game (itch.io, portals, Discord, YouTube Playables)/gameforge:game-web-publish
Sprint or milestone retrospective/gameforge:game-retrospective
Project post-mortem/gameforge:game-postmortem

Step 3: Recommend

Give one primary recommendation, the reason in a sentence, and at most two follow-ups. Prefer a single skill over a chain. Use this format:

## Next step
**Run:** /gameforge:<skill> <suggested argument>
**Why:** <one sentence tied to their project state>

**Then, when that is done:**
1. /gameforge:<skill> -- <what it adds>
2. /gameforge:<skill> -- <what it adds>

**Project read:** engine <engine/version or "none yet">, phase <phase>, <one notable signal>

Common recipes

Offer one of these when the user's goal matches a whole journey rather than a single step.

Weekend web game with AI agents

  1. /gameforge:game-brainstorm -- three tight concepts, pick one
  2. /gameforge:game-vibe-code -- playable core loop in hours, checkpointed in git
  3. /gameforge:game-ai-assets -- consistent placeholder-to-final art and audio, provenance logged
  4. /gameforge:game-web-publish -- itch.io page and build, portal checklist

Game jam (48-72 hours)

  1. /gameforge:game-jam-mode -- theme analysis, scope lock, hour-by-hour plan
  2. /gameforge:game-vibe-code or the engine specialist -- build
  3. /gameforge:game-web-publish -- submit a browser build so judges can play instantly

New commercial project

  1. /gameforge:game-start -- scaffold, .gameforge/project.json, pillars
  2. /gameforge:game-market-research -- positioning and comparable titles
  3. /gameforge:game-gdd-author -- the design document, section by section
  4. /gameforge:game-prototype -- prove the riskiest mechanic
  5. /gameforge:game-sprint-plan -- start production

Inherited or messy codebase

  1. /gameforge:game-reverse-document -- what the code actually does
  2. /gameforge:game-code-review -- risks and fixes, ranked
  3. /gameforge:game-technical-director -- architecture plan

Pre-launch crunch

  1. /gameforge:game-scope-check -- what must be cut
  2. /gameforge:game-qa-lead -- release quality gate
  3. /gameforge:game-accessibility-specialist -- audit before store review
  4. /gameforge:game-launch -- store page, builds, launch-week plan

How GameForge works (explain when asked)

Skills. Studio agents are roles you consult; workflows are guided processes with an output document; engine specialists know one engine deeply. Claude also picks skills automatically from your request, so plain language works.

Subagents. The eleven studio roles also exist as subagents (for example gameforge:game-designer). /gameforge:game-team-orchestrator uses them to get several independent opinions in parallel. Each keeps a project-scoped memory of the decisions it made, so later consultations stay consistent.

Project config. /gameforge:game-start writes .gameforge/project.json:

{ "name": "Ember Drift", "engine": "godot", "engine_version": "4.5", "phase": "prototype",
  "pillars": ["tense", "readable", "short runs"], "commit_convention": "conventional",
  "lfs_threshold_mb": 20 }

Hooks. GameForge stays silent outside game projects. In a game project it:

HookWhat it does
Session startBriefs Claude on engine, phase, git state, saved focus, and gaps
Before compactionSnapshots the current state; restores it after compaction
Before git commitBlocks unconventional commit subjects (opted-in projects) and big binaries without Git LFS
Before file editsBlocks edits to engine-generated files (.godot/, Unity Library/, Unreal Intermediate/, .uasset), asks before touching Unity .meta
SubagentsLogs delegation and warns when too many run in parallel
API failure / session endLeaves a recovery note and a session log

Opt-outs: GAMEFORGE_HOOKS=off disables all hooks, GAMEFORGE_PROTECT=off the file guard, "commit_convention": "off" the commit check. Full reference: ${CLAUDE_PLUGIN_ROOT}/docs/hooks.md.

Shared knowledge. Skills cite ${CLAUDE_PLUGIN_ROOT}/docs/game-design-theory.md (MDA, Flow, Self-Determination Theory), ${CLAUDE_PLUGIN_ROOT}/docs/workflow-guide.md (which skill fits each phase), ${CLAUDE_PLUGIN_ROOT}/docs/vibe-coding.md (building games with AI agents) and the templates in ${CLAUDE_PLUGIN_ROOT}/templates/.

Boundaries

  • Do not start designing, coding or writing documents here. Route to the skill.
  • Do not list every skill unless the user asks for the full catalog; three relevant options beat forty-one.
  • If the user's request clearly matches one skill, recommend it in two lines and stop.
  • For questions about Claude Code itself (installing plugins, settings, permissions), answer briefly and point to the official Claude Code documentation.

Troubleshooting answers

SymptomAnswer
"The session briefing never appears"The project has no engine files yet. Run /gameforge:game-start, or check GAMEFORGE_HOOKS is not off.
"My commit was blocked"The subject must look like feat(player): add dash. Allowed types are in ${CLAUDE_PLUGIN_ROOT}/docs/hooks.md; set commit_convention to off to disable.
"Claude refuses to edit a file"It is engine-generated. Edit the source asset or use the editor; set GAMEFORGE_PROTECT=off only if you are sure.
"A skill did not trigger"Invoke it directly with /gameforge:<skill>; descriptions are tuned for precision over recall.
"Which version am I on?"Run claude plugin details gameforge.

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