Donchitos/Claude-Code-Game-Studios
Agent skills in the GitHub repository Donchitos/Claude-Code-Game-Studios, each with its code score out of 100.
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
- Repository score
- 67 / 100 C
- Skills
- 78
- Verified
- 0
- Average skill score
- 62
- GitHub stars
- 38,623
- License
- MIT
Open Donchitos/Claude-Code-Game-Studios on GitHub
78 skills in this repository
-
story-done
Closes a finished story: verifies each acceptance criterion, checks for design or ADR deviations and updates its status. Use when the user says a story is done, finished or ready…
78B -
code-review
Architectural review of written code: coding standards, SOLID, testability, performance.
75B -
design-review
Reviews one design document for completeness, internal consistency, implementability, and design standards. Before handing to programmers.
75B -
story-readiness
Checks whether a story is ready to implement: clear acceptance criteria, no open questions, valid ADR and dependencies. Use when the user asks if a story, or the sprint's stories,…
72B -
team-release
Orchestrate the release team — release-manager, qa-lead, devops-engineer, producer — to execute a release from candidate to deployment.
72B -
ux-review
Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.
72B -
setup-engine
Sets up and pins the engine version: web for a new project unless Godot, Unity or Unreal is named. Use to choose or upgrade it.
71B -
vertical-slice
Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs.
70B -
create-control-manifest
Builds a short list of must-do and never-do coding rules per system from accepted ADRs. Use when the user wants programmer rules or a cheat sheet from the ADRs, or needs it regene…
69C -
gate-check
Ready to advance between development stages? PASS/CONCERNS/NOT ASSESSED/FAIL with blockers and required artifacts. 'Can we move to production?'
69C -
hotfix
Emergency fix bypassing normal sprint process — hotfix branch, approvals tracked, backport verified, full audit trail.
69C -
propagate-design-change
Finds architecture decisions (ADRs) made stale by a changed GDD and walks through resolving each. Use when the user changed a number or rule in a GDD and asks which ADRs or archit…
69C -
write-changelog
Writes a changelog from git commits and sprint data. Use for an internal or player-facing one.
69C -
balance-check
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
68C -
project-stage-detect
Analyze project state, detect stage, identify gaps, recommend next steps. 'Where are we in development?'
68C -
create-epics
Turns the GDDs and architecture into epics, one per architectural module. Use when the user wants to break the game into epics or plan the work before writing stories. Not for spl…
67C -
launch-checklist
Launch readiness across every department: code, content, store, marketing, community, infrastructure, legal, go/no-go sign-offs.
67C -
next-step
Names the one next step: make a game, change it after play, grow it, or the next studio-mode step. Use when asked what to do next, or stuck.
67C -
project-settings
Shows or changes a project setting and where its value comes from. Use to check or set one.
67C -
release-checklist
Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.
67C -
team-polish
Orchestrate the polish team — performance-analyst, technical-artist, sound-designer, qa-tester — to optimize and harden a feature or area.
67C -
architecture-review
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
66C -
asset-audit
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
66C -
create-stories
Breaks one epic into implementable stories with acceptance criteria. Use when the user wants stories for an epic or the next batch of work to build. Not for turning the whole desi…
66C -
scope-check
Scope creep check — current scope versus the original plan. Flags additions, quantifies bloat, recommends cuts. 'Any scope creep?' Finishing a game from its brief is /cut's.
66C -
start
Guides a first-time user through onboarding and picks the right workflow. Use when the user is new, just cloned or installed the studio, has no idea or engine yet, asks where to b…
66C -
dev-story
Implements one story in code with tests, following its ADRs. Use when the user says to build, implement or start working on a story. Not for checking readiness beforehand or closi…
65C -
sprint-status
Fast, concise sprint snapshot — burndown and emerging risks for situational awareness. 'How is the sprint going?'
65C -
art-bible
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
64C -
consistency-check
Scan GDDs against the entity registry for cross-document conflicts. Grep-first approach targets conflicting sections, different stats.
64C -
reverse-document
Writes missing design or architecture docs, or a game's brief, from code. Use when code or prototypes have no docs.
64C -
prototype
Asks a few questions, writes a one-page brief, builds a playable browser game as one HTML folder it plays and screenshots; with an engine set, a throwaway engine or paper prototyp…
63C -
skill-improve
Improve a skill via a test-fix-retest loop — static checks, targeted fixes, keep or revert on score change.
63C -
team-combat
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
63C -
team-ui
Orchestrate the UI team through the UX pipeline — authoring, visual design, implementation, review, polish. Uses /ux-design, /ux-review, studio templates.
63C -
team-narrative
Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.
62C -
ux-design
Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide accessibility.
62C -
asset-spec
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
61C -
bug-triage
Re-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
61C -
day-one-patch
Day-one launch patch — focused fix for known issues found after gold master. Mini-sprint with QA gate and rollback.
61C -
milestone-review
Milestone progress review — completeness, quality metrics, risk, go/no-go recommendation. At checkpoints or before a deadline.
61C -
patch-notes
Player-facing patch notes from git history and changelogs. Translates developer language into player communication.
61C -
regression-suite
Map test coverage to GDD critical paths, find fixed bugs lacking regression tests, flag drift from new features.
61C -
retrospective
Sprint or milestone retrospective from completed work, velocity, blockers. Actionable insights for the next iteration.
61C -
review-all-gdds
Holistic cross-GDD review — contradictions between systems, dominant strategies, economic imbalance, cognitive overload, pillar drift.
61C -
security-audit
Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release.
61C -
skill-test
Validate skill files for structural compliance and behavioral correctness. Four modes: static linter, spec, category rubric, audit.
61C -
soak-test
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
61C -
team-qa
Orchestrate the QA team through a full testing cycle — qa-lead strategy and test plan, qa-tester case writing, execution, sign-off.
61C -
architecture-decision
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
60C -
content-audit
Audit GDD content counts against what's implemented — planned vs built.
60C -
cut
Proposes cuts and a polish list to finish the game from its brief and what is built; the person picks each cut. A game to sell also gets a release date and a feature freeze. Use w…
60C -
onboard
Onboarding doc for a new contributor or agent — project state, conventions, priorities relevant to the specified role.
60C -
design-system
Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.
59C -
team-audio
Orchestrate the audio team — audio-director, sound-designer, technical-artist, gameplay-programmer — direction through implementation.
59C -
team-level
Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
59C -
team-live-ops
Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.
59C -
estimate
Estimate task effort from complexity, dependencies, velocity, risk. Structured estimate with confidence levels.
58C -
perf-profile
Performance profiling — find bottlenecks, measure against budgets, produce ranked optimization recommendations.
58C -
localize
Localization pipeline — find hardcoded strings, extract string tables, cultural review, VO, RTL, enforce string freeze.
57C -
sprint-plan
New or updated sprint plan from the current milestone, completed work, and available capacity.
57C -
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
56C -
qa-plan
QA test plan for a sprint — classifies stories by Logic/Integration/Visual/UI, covers automated tests, manual cases, smoke scope.
56C -
quick-design
Lightweight spec for small changes — tuning adjustments, minor mechanics. Embeds directly into stories; skips full GDD.
56C -
test-helpers
Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in the engine's test folder. Reduces boilerplate.
56C -
test-setup
Sets up the test framework and CI: tests/ directory, engine runner, GitHub Actions workflow. Use once, before the first sprint.
56C -
create-architecture
Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.
55C -
smoke-check
Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.
55C -
brainstorm
Guides the user through finding and choosing a game concept. Use when the user wants game ideas, a new concept, a game jam idea, or to explore other directions, including dropping…
54D -
bug-report
Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
53D -
adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
52D -
tech-debt
Track, categorize and prioritize technical debt across the codebase — scans for debt indicators, maintains a register.
52D -
changelog
Old name of /write-changelog. Prints one line, then runs /write-changelog.
51D -
map-systems
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
51D -
test-evidence-review
Quality review of test files and evidence — goes beyond existence, evaluates assertion coverage. ADEQUATE/INCOMPLETE/MISSING/NOT ASSESSED per story.
51D -
test-flakiness
Find flaky tests from CI logs — aggregates pass rates, spots intermittent failures, recommends quarantine. After multiple runs.
51D -
help
Old name of /next-step. Prints one line, then runs /next-step.
49D -
settings
Old name of /project-settings. Prints one line, then runs /project-settings.
49D
Scores come from a snapshot of 300 public GitHub repositories taken on 12 November 2026. Every score is the result of fixed checks run by code; no AI is involved. How scoring works.