pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow that creates design or architecture documents by studying existing game code or prototypes. It explains how an implemented system works and records the decisions behind it.
Claude Code architecture for 48 collaborative agents managing indie game development (Chinese localized version).
This repository also configures its own agents. See what Claude-Code-Game-Studios tells them →
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow that creates design or architecture documents by studying existing game code or prototypes. It explains how an implemented system works and records the decisions behind it.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A scope-review tool for video-game work that compares the original plan with current implementation and identifies added or removed work. Scope creep means unplanned work expanding a project beyond its agreed plan.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A workflow for choosing and recording the game engine and its version, such as Godot, Unity, or Unreal Engine. An engine is the software used to build and run a game.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A sprint-planning tool for video-game development that creates or updates work plans from milestones, previous sprints, design documents, risks, and team capacity. A sprint is a short, fixed period of planned work.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A guided starting workflow for game projects that first asks where you are and then directs you to a suitable next step. It can account for your game idea, engine, code, prototypes, and planning documents.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated workflow for planning and implementing a game's audio, using specialists for sound direction, sound effects, technical setup, and gameplay integration.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated workflow for designing, building, and testing a game's combat features with specialists in gameplay, enemy AI, visual effects, sound, and quality assurance.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team for creating complete game levels or areas, covering story, world-building, layout, encounters, visuals, systems, and testing.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team of game-writing specialists that plans story direction, world lore, dialogue, and story-focused level design in stages.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team that reviews and improves a game feature or area across performance, visual effects, audio, and quality testing.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated release process involving release management, testing, build automation, deployment, and a final go-or-no-go decision.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A coordinated team of user-interface specialists that takes a game interface from user-flow planning and wireframes through visual design and implementation.
pixel-cellar/Claude-Code-Game-Studios
Skill Claude Code
A skill for finding, classifying, prioritizing, and reporting technical debt—the unfinished cleanup and outdated code that make future changes harder.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: