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minhln1234/claude-cowork-game-studio

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I have just finished customizing a skill set for Claude, designed to enable solo game studio development.

概要

A skills-only pipeline for solo/small-team Unity game development on Claude Cowork Building a game solo or in a small team with AI help is powerful and undisciplined at the same time. It is easy to hardcode a magic number instead of pulling it from a design doc, easy to skip writing the GDD and go straight to code, easy to end up with spaghetti systems that nobody planned, and easy to never ask "does this still match the vision?" until the drift has piled up across dozens of files. This skill set imposes a professional studio process on a Claude Cowork session. Each phase (concept, systems design, architecture, stories, implementation, review) has a gate before the next one starts. Numeric values, entity definitions, and architectural decisions are checked against the actual design docs and codebase, not against memory. The goal is to catch drift while it is still one conflicting sentence in one file, not after it has been copied into ten. 18 skills, grouped by pipeline stage.

README

Claude Cowork Game Studio

A skills-only pipeline for solo/small-team Unity game development on Claude Cowork

Why This Exists

Building a game solo or in a small team with AI help is powerful and undisciplined at the same time. It is easy to hardcode a magic number instead of pulling it from a design doc, easy to skip writing the GDD and go straight to code, easy to end up with spaghetti systems that nobody planned, and easy to never ask “does this still match the vision?” until the drift has piled up across dozens of files.

This skill set imposes a professional studio process on a Claude Cowork session. Each phase (concept, systems design, architecture, stories, implementation, review) has a gate before the next one starts. Numeric values, entity definitions, and architectural decisions are checked against the actual design docs and codebase, not against memory. The goal is to catch drift while it is still one conflicting sentence in one file, not after it has been copied into ten.

What’s Included

18 skills, grouped by pipeline stage. Every skill bundles its own roles/, refs/, and templates/ folders where needed, so there is nothing else to install: no separate subagents, no hooks configuration.

Group Skills
Design pipeline ccgs-start, ccgs-brainstorm, ccgs-map-systems, ccgs-design-system
Architecture & consistency ccgs-create-architecture, ccgs-consistency-check, ccgs-propagate-design-change
Stories & sprints ccgs-create-epics, ccgs-sprint-plan, ccgs-story-readiness
Reviews & completion ccgs-code-review, ccgs-story-done, story-review-test-fix
Reverse engineering ccgs-reverse-document
Unity engineering unity-tdd-workflow, unity-clean-architecture-review, unity-bug-root-cause
Meta query-me

The Pipeline

/start -> /brainstorm -> /map-systems -> /design-system -> /consistency-check -> /create-architecture
       -> /create-epics -> /create-stories -> /story-readiness -> /dev-story -> /code-review -> /story-done

/propagate-design-change and /reverse-document are used out of band, whenever they’re needed rather than as a fixed step.

  • /start: first-time onboarding, figures out where you are and routes you to the right skill.
  • /brainstorm: guided ideation using MDA, player psychology, and verb-first design; produces a game concept doc.
  • /map-systems: decomposes the concept into individual systems, maps dependencies, and sets design priority order.
  • /design-system: authors a full GDD for one system, section by section, cross-referencing dependencies as it goes.
  • /consistency-check: scans all GDDs against the entity registry for drift (same entity, different stats in two docs).
  • /create-architecture: builds the technical architecture blueprint and the mandatory ADR list, validated against the pinned Unity version.
  • /create-epics: turns approved GDDs and architecture into epics, one per architectural module.
  • /create-stories: referenced by the pipeline as the next step after epics; this repo does not yet bundle a dedicated skill for it (a pre-existing gap, not part of this release).
  • /story-readiness: checks a story file against its GDD requirements, ADR references, and acceptance criteria before dev starts; verdict is READY / NEEDS WORK / BLOCKED.
  • /dev-story (via unity-tdd-workflow): implements a story test-first, in Unity EditMode tests where possible.
  • /code-review (ccgs-code-review, unity-clean-architecture-review): checks coding standards, SOLID compliance, and Clean Architecture separation between MonoBehaviour and domain logic.
  • /story-done: end-of-story review; verifies acceptance criteria, prompts a deeper check via story-review-test-fix, updates story status.
  • /propagate-design-change: after a GDD is revised, scans ADRs and the traceability index for decisions that may now be stale.
  • /reverse-document: generates a GDD section, ADR, or concept doc by working backwards from existing code or a prototype.
  • unity-bug-root-cause: traces a gameplay bug back to its originating decision point instead of patching the symptom.

What’s New in This Release

  • ccgs-map-systems: decompose a concept into systems, map dependencies, and produce the systems index that /design-system consumes.
  • ccgs-consistency-check: grep-first drift check across all GDDs and the entity registry, meant to run after every new GDD.
  • ccgs-story-readiness: pre-dev gate that verdicts a story READY / NEEDS WORK / BLOCKED before implementation starts.
  • ccgs-propagate-design-change: change-impact scan that flags ADRs gone stale after a GDD edit.
  • ccgs-reverse-document: builds a GDD, ADR, or concept doc backwards from existing code or a prototype, for undocumented features.
  • Added unity-bug-root-cause to the repo (previously drafted but not committed), joining unity-tdd-workflow and unity-clean-architecture-review as generalized, engine-focused Unity skills usable independently of the CCGS pipeline.

Note: ccgs-map-systems and ccgs-reverse-document ship with newly authored template files (templates/systems-index.md for the former; three templates for the latter) that did not exist in the source material for this release. They are marked as draft in-file and should be reviewed before relying on them in production.

Getting Started

This runs on Claude Cowork

  1. Connect this repo’s folder in Cowork.
  2. Install the .skill files you want (each is a zip of a ccgs-/ or / folder containing SKILL.md plus its bundled refs/, roles/, templates/).
  3. Invoke a skill by name, e.g. “run brainstorm” or “/map-systems”.

Project Structure

design/, docs/, production/, and src/ live in your connected project folder, not in this repo. This repo only holds the skills themselves:

ccgs-/
  SKILL.md       # instructions, including the "Cowork Adaptation Notes" block
  refs/          # shared reference docs (e.g. director-gates.md)
  roles/         # role files adopted inline in place of Claude Code subagents
  templates/     # document templates the skill writes from
ccgs-.skill  # the same folder, zipped, for installation
View this README on GitHub

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インストール

npx skillfish add minhln1234/claude-cowork-game-studio