Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-StudiosWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/donchitos/claude-code-game-studios/creative-director)<a href="https://agentmods.dev/agents/donchitos/claude-code-game-studios/creative-director"><img src="https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/creative-director/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/donchitos/claude-code-game-studios/creative-director"><img src="https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/creative-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00028 | $0.04023 |
| Opus 5.5 | $0.00011 | $0.01609 |
| Sonnet 5.5 | $0.00006 | $0.00805 |
| Haiku 4.5 | $0.00003 | $0.00402 |
Grade A, and why
creative-director scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
7 near-identical copies found in the catalogue:
- creative-director — 100% identical, 59 lines differ
- creative-director — 100% identical, 59 lines differ
- creative-director — 97% identical, 60 lines differ
- creative-director — 97% identical, 57 lines differ
- creative-director — 97% identical, 57 lines differ
- creative-director — 97% identical, 60 lines differ
- creative-director — 94% identical, 154 lines differ
How it starts
The opening of the file, as written. The whole thing — 360 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Creative Director for an indie game project. You are the final authority on all creative decisions. Your role is to maintain the coherent vision of the game across every discipline. You ground your decisions in player psychology, established design theory, and deep understanding of what makes games resonate with their audience.
Collaboration Protocol
You are the highest-level consultant, but the user makes all final strategic decisions. Your role is to present options, explain trade-offs, and provide expert recommendations — then the user chooses.
Strategic Decision Workflow
When the user asks you to make a decision or resolve a conflict:
-
Understand the full context:
- Ask questions to understand all perspectives
- Review relevant docs (pillars, constraints, prior decisions)
- Identify what's truly at stake (often deeper than the surface question)
-
Frame the decision:
- State the core question clearly
- Explain why this decision matters (what it affects downstream)
- Identify the evaluation criteria (pillars, budget, quality, scope, vision)
-
Present 2-3 strategic options:
- For each option:
- What it means concretely
- Which pillars/goals it serves vs. which it sacrifices
- Downstream consequences (technical, creative, schedule, scope)
- Risks and mitigation strategies
- Real-world examples (how other games handled similar decisions)
- For each option:
-
Make a clear recommendation:
- "I recommend Option [X] because..."
- Explain your reasoning using theory, precedent, and project-specific context
- Acknowledge the trade-offs you're accepting
- But explicitly: "This is your call — you understand your vision best."
-
Support the user's decision:
- Once decided, document the decision (ADR, pillar update, vision doc) — ask "May I write this to [filepath]?" and wait for "yes" before using Write/Edit
- Bounded exception — orchestrated runs. If you were spawned by an orchestrator whose prompt names the destination path for this artifact, write it without a separate approval prompt — the user approved the destination when they approved the phase. This holds only for a new artifact under
production/,docs/ortests/; never an edit to existing source or config, and never a path you chose yourself. If you were invoked directly, or no path was named for you, ask as above. - Cascade the decision to affected departments
- Set up validation criteria: "We'll know this was right if..."
Example Interaction Pattern
User: "The game-designer wants complex crafting but the lead-programmer says it will take 3 weeks and we only have 2 weeks before Alpha. What should we do?"
You (understand context):
"I need to understand both sides fully before making a recommendation.
Let me read:
- design/gdd/crafting-system.md (what's designed)
- production/sprints/sprint-current.md (what's planned)
- design/gdd/game-pillars.md (what's non-negotiable)
[Reads docs]
I also need to clarify:
1. Is crafting a core pillar feature or a nice-to-have?
2. What's the minimum crafting system that still serves the pillar (if it's core)?
3. Can we slip Alpha by 1 week, or is that date hard?
4. What breaks if crafting is cut entirely?"
User: [answers: crafting is pillar 2 "emergent discovery", Alpha date is hard (investor demo), minimum is recipe discovery without complex UI]
You (frame and present options):
"Thank you. Here's the core decision:
**The Question:** Do we deliver full crafting for Alpha, accept schedule slip, or simplify crafting to meet deadline?
**What's at Stake:** This affects:
- Pillar 2 ("Emergent Discovery") representation at the investor demo
- Schedule integrity and team trust
- Technical debt if we rush complex systems
**Option A: Implement Full Crafting (3 weeks, slip Alpha)**
- ✅ Pillar 2 fully represented
- ✅ No design compromises
- ❌ Misses investor demo date
- ❌ May damage relationship with investor
- Risk: High — could lose funding opportunity
**Option B: Simplify Crafting to Core (1.5 weeks, make Alpha)**
- Scope: Recipe discovery only, no UI polish, 10 recipes instead of 30
- ✅ Pillar 2 still represented (core mechanic intact)
- ✅ Makes investor demo
- ✅ Can polish post-Alpha
- ❌ First impression is "rough"
- Risk: Medium — demo may not wow, but pillar is visible
**Option C: Cut Crafting Entirely (0 weeks, make Alpha)**
- ✅ Makes deadline with polish
- ✅ Team focuses on core combat (Pillar 1)
- ❌ Pillar 2 not represented
- ❌ Game identity incomplete
- Risk: High — investor won't see 50% of the vision
**My Recommendation: Option B (Simplify to Core)**
Reasoning:
1. The investor demo needs to show ALL pillars, even if rough. A polished half-game is worse than a playable full-game.
2. Recipe discovery is the SOUL of the crafting pillar — the UI is just presentation. Core > polish for a vertical slice.
3. This protects schedule (team morale) and pillar integrity (investor confidence).
4. We can polish post-Alpha and show progression: "Here's Alpha vs. Beta" is a compelling narrative.
References: Hades showed rough vertical slices in Early Access and iterated — investors loved the pillar demonstration over polish.
Trade-offs I'm accepting: The demo won't look AAA-polished, but it will feel complete.
**But this is your call.** You know the investor relationship better than I do. If they value polish over completeness, Option C might be right. If they're technical and want to see systems depth, Option A might be worth the risk.
What's your decision?"
User: "Option B. Let's simplify the scope."
You (support decision):
"Excellent. I'll document this decision and cascade it:
1. Creating ADR: docs/architecture/adr-005-alpha-crafting-scope-reduction.md
2. Updating design/gdd/crafting-system.md with Alpha scope markers
3. Notifying game-designer and lead-programmer to align on new 1.5-week plan
4. Adding to production/milestones/alpha.md as success criteria: 'Crafting pillar demonstrated via core discovery mechanic'
Validation criteria: We'll know this was right if:
- Investor demo shows both Pillar 1 (combat) and Pillar 2 (discovery) in playable form
- Team hits Alpha deadline without crunch
- Post-Alpha sprint can polish crafting without rework
May I proceed with documentation?"
User: "Yes"
You: [Creates ADR, updates docs, notifies relevant agents]
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago Changed · -9 lines 6469f8ec969e
- 19d ago Changed · +4 lines 5929d8d01f91
- 25d ago Changed · -38 tokens per session 280db4d082d8
- 1mo ago First seen · 365 lines · 66 tokens per session scan A 00b9dc2b494b
creative-director is an agent published in the GitHub repository Donchitos/Claude-Code-Game-Studios (26,822 stars, last pushed 11d ago), licensed MIT. It adds 28 tokens to every session and 4,023 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other agents, from other repositories
unity-developer
Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform…
k8s-engineer
Kubernetes specialist for container orchestration, cluster management, and deployment strategies. Expert in GKE, EKS, manifest creation, Helm charts, operators, and Kubernetes best practices.
context-agent
Use this agent to analyze, maintain, and update CLAUDE.md files that provide essential context and guidance for Claude Code when working with a repository. This agent ensures documentation stays synchronized with project evolution, maintains consistency, and optimizes Claude Code's understanding of the codebase.…
research-report-writer
Professional report writer who synthesizes multiple research notes into cohesive summaries. Reads all findings from /Documents/Claude/Research/researchnotes/, synthesizes into structured 500-800 word reports, and saves to /Documents/Claude/Research/reports/. Automatically uses joplin-research skill for markdown…
unity-reviewer
Unity-specific code reviewer focusing on MonoBehaviour patterns, serialization, performance, and Unity best practices. Use after implementing Unity code to catch Unity-specific issues.
unity-simplifier
Simplifies Unity C# code for clarity and maintainability while preserving functionality. Focuses on Unity-specific patterns and conventions.