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venus2099venus2099/codex-game-studios/CLAUDE.md

codex-game-studios

CLAUDE.md1 starsChanged 26 days agoMITView on GitHub

Indie game development managed through 49 coordinated Claude Code subagents. Each agent owns a specific domain, enforcing separation of concerns and quality. Note: Engine-specialist agents exist for Godot, Unity, and Unreal with dedicated sub-specialists. Use the set matching your engine. @.claude/docs/directory-structure.md project.yaml at the repo root is the primary config store — engine, specialists, naming, platform, performance, modes. Skills resolve it via resolve_config (see .claude/docs/config-resolution.md). .claude/docs/technical-preferences.md is the legacy fallback, read on demand when a key is absent from project.yaml.…

The file

We split this CLAUDE.md into the rules it gives an agent

3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every task follows: Question -> Options -> Decision -> Draft -> Approval

    line 50
  2. Distinctive:

    No commits without user instruction

    line 57
  3. Very specific:

    Read .claude/docs/context-management.md on demand — it is a reference, not session context.

    line 74

≈ “Common” is an estimate: at least 1 in 5 of the 26,980 CLAUDE.md 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
CLAUDE.md

Claude Code Game Studios -- Game Studio Agent Architecture

Indie game development managed through 49 coordinated Claude Code subagents. Each agent owns a specific domain, enforcing separation of concerns and quality.

Technology Stack

  • Engine: [CHOOSE: Godot 4 / Unity / Unreal Engine 5]
  • Language: [CHOOSE: GDScript / C# / C++ / Blueprint]
  • 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, and Unreal with dedicated sub-specialists. Use the set matching your engine.

Project Structure

@.claude/docs/directory-structure.md

Engine Version Reference

<!-- ENGINE-REFERENCE-IMPORT: the line below is engine-specific. /setup-engine rewrites it to @docs/engine-reference/<engine>/VERSION.md for the chosen engine, so a Unity or Unreal project stops loading the Godot reference every session. It defaults to Godot (the template's example engine); skills that need the pinned version read docs/engine-reference/<engine>/VERSION.md on demand regardless of this import. -->

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

Technical Preferences

project.yaml at the repo root is the primary config store — engine, specialists, naming, platform, performance, modes. Skills resolve it via resolve_config (see .claude/docs/config-resolution.md).

.claude/docs/technical-preferences.md is the legacy fallback, read on demand when a key is absent from project.yaml. It is no longer imported here: before /setup-engine runs it is almost entirely [TO BE CONFIGURED] placeholders, and after it runs project.yaml holds the real values.

Coordination Rules

@.claude/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 (exempt: active.md appends, agent memory, a subagent's new file at the path its orchestrating skill named; see .claude/rules/agent-memory.md)
  • Agents MUST show drafts or summaries before requesting approval
  • Multi-file changes require explicit approval for the full changeset
  • No commits without user instruction
  • A skipped or dismissed question is not an answer: act on nothing, re-ask in plain text and wait
  • Started outside this file's folder? Warn first: hooks, deny rules and the ask-first mode load only when Claude Code starts here

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

@.claude/docs/coding-standards.md

Context Management

Read .claude/docs/context-management.md on demand — it is a reference, not session context. Two of its conventions are load-bearing and cited by name elsewhere in the repo, so they are restated here rather than lost:

  • production/session-state/active.md is the session checkpoint. The file is the memory, not the conversation. Read it first after any compaction, crash, or /clear.
  • Helpers in .claude/scripts/ emit observations, never verdicts. A script that scores or judges will eventually contradict a mode or override it cannot see. (Cited by artifact-check.sh and adr-dep-graph.sh.)

Project Notes

Project-specific rules, shared with Codex. Where they conflict with the defaults above, they win.

@PROJECT-NOTES.md

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