Structured multi-agent game development workspace for modern studios.
Agent Studio rebrands and extends the original Claude template into a cross-host workflow system that works across Claude Code, Cursor, and other SKILL.md-compatible hosts.
- Claude-compatible layer in
.claude/ - Host-neutral compatibility layer in
.agents/ - Cursor-compatible layer in
.cursor/ - Shared collaboration protocol, role hierarchy, and production workflows
- What Agent Studio Is
- Who This Is For
- What Is Included
- Engine and Platform Coverage
- Cross-Host Compatibility Model
- Quick Start
- Cursor Usage Guide
- Example Use Cases
- Workflow by Project Stage
- Key Commands You Will Use Most
- Repository Layout
- Canonical vs Generated Skills
- Optional Skills.sh Extensions
- Customization Guidance
- Documentation References
- Project Notes
- Design Value Sources
- Upgrading
- FAQ / Troubleshooting
- Original Project and Attribution
- License
Agent Studio is an AI-assisted operating system for game development teams. It combines:
- role-specialized agents,
- skill-based workflows,
- collaboration guardrails,
- and reusable production templates.
The goal is consistency: your ideation, design, implementation, QA, and release process follows one shared structure regardless of host.
Agent Studio is designed for:
- solo developers who want studio-grade process,
- small teams that need clear role boundaries,
- game studios adopting AI with guardrails,
- teams shipping on Godot, Unity, Unreal, or web game stacks.
If you want the assistant to behave like a coordinated team (not a single generalist), this repo is for you.
| Area | What you get |
|---|---|
| Agent architecture | Leadership, department leads, and specialist agents |
| Workflow skills | Structured commands for ideation, design, implementation, QA, and release |
| Guardrails | Hook scripts and path-based rules for safer execution |
| Templates | Reusable docs for GDDs, ADRs, milestones, and reports |
| Engine tracks | Godot, Unity, Unreal, and Web (Three.js + TypeScript) |
| Compatibility layer | Shared standards in .agents/shared/ with host-specific adapters |
| Stack | Lead agent | Sub-specialists |
|---|---|---|
| Godot 4 | godot-specialist |
GDScript, shaders, GDExtension |
| Unity | unity-specialist |
DOTS/ECS, shaders/VFX, addressables, UI |
| Unreal Engine 5 | unreal-specialist |
GAS, Blueprints, replication, UMG |
| Web game stack | web-specialist |
Three.js, TypeScript web game architecture |
- Start from
README.md,CLAUDE.md, and.claude/docs/quick-start.md. - Use generated
.claude/skills/adapters and.claude/agents/.
- Start from
.cursor/README.md. - Use
.cursor/rules/for Cursor-oriented overlays. - Keep behavior aligned with canonical standards in
.agents/shared/.
- Canonical commands:
.agents/skills/ - Universal protocol and standards:
.agents/shared/ - Generated Claude adapters:
.claude/skills/ - Generated top-level install surface:
skills/
All layers follow the same collaboration model:
ask -> options -> decision -> draft -> approval
- Clone this repo and open it in Cursor.
- Read these first:
README.md.cursor/README.mdCLAUDE.md
- Review active overlays in
.cursor/rules/. - Choose and configure your engine path (use
/setup-engineflow in compatible host sessions). - Start from
/startif this is your first session. - Move into design with
/brainstormor/map-systems. - Run delivery workflows (
/sprint-plan,/team-*,/qa-web,/ship-release) as you progress.
- Clone this repo.
- Open in Claude Code.
- Read:
README.mdCLAUDE.md.claude/docs/quick-start.md
- Configure engine/version with
/setup-engine. - Start with
/start. - Use stage-driven skills from
docs/WORKFLOW-GUIDE.md.
This section is intentionally detailed to make Cursor onboarding straightforward.
.cursor/rules/= Cursor-specific overlays and routing behavior..agents/shared/= host-neutral protocol and values..agents/skills/= canonical skill definitions used across hosts.
If something appears inconsistent, treat .agents/shared/ and .agents/skills/ as source-of-truth and regenerate adapters.
You have dedicated overlays in .cursor/rules/:
agent-routing.mdcstudio-collaboration.mdcinvestigation-first.mdcsafety-toggles.mdcsprint-pipeline.mdcweb-game-track.mdc
These are designed to keep Cursor behavior aligned with the same production model documented in CLAUDE.md and .agents/shared/.
- Frame goal and constraints (what feature, by when, quality bar).
- Choose workflow command (
/investigate,/design-system,/team-web, etc.). - Request options and tradeoffs before implementation.
- Approve a draft direction.
- Execute with guardrails (
/careful,/freeze,/guardwhen needed). - Run quality passes (
/code-review,/perf-profile,/qa-web,/gate-check). - Prepare release artifacts (
/release-checklist,/patch-notes,/team-release).
Use these for high-risk periods such as large refactors, release week, or hotfixes:
/careful— extra caution before risky operations/freeze— restrict edits to approved boundaries/guard— combined careful + freeze semantics/unfreeze— return to normal behavior
See:
docs/examples/README.mddocs/examples/session-design-crafting-system.mddocs/examples/session-implement-combat-damage.mddocs/examples/session-scope-crisis-decision.md
These examples show the expected collaborative behavior (questions, options, approval gates).
sprint-pipeline.mdcaligns with:/team-web,/qa-web,/ship-release,/retro-weeklyinvestigation-first.mdcaligns with:/investigatesafety-toggles.mdcaligns with:/careful,/freeze,/guard,/unfreeze
This mapping helps you quickly switch process modes without changing core architecture.
Use this script-like pattern in daily work:
- "I need to implement X under constraints Y and Z."
- Ask for 2–3 options with tradeoffs.
- Choose one option explicitly.
- Ask for a phased execution plan.
- Implement phase-by-phase with review points.
- Run verification for that phase.
- Continue until done, then run release checks.
This keeps creative control with you while using the system as a disciplined execution layer.
- Run
/start - Run
/brainstorm - Run
/map-systems - Run
/design-system <system-name>for critical systems - Run
/prototype <core mechanic> - Run
/sprint-plan new
- Run
/investigateto validate assumptions and constraints - Run
/team-web(web stack) or domain team skill for implementation - Run
/code-review - Run
/qa-web(if browser-facing) or QA workflow skills - Run
/ship-release
- Run
/scope-check production/sprints/<sprint-file>.md - Run
/sprint-plan status - Run
/milestone-review "<milestone>" - Run
/retrospectiveor/retro-weekly
- Run
/release-checklist <version-tag> - Run
/launch-checklist - Run
/patch-notes <version-tag> - Run
/changelog <version-tag> - Run
/team-release
- Run
/hotfix "<incident summary>" - Run
/investigate - Apply fix with safety toggles enabled (
/guard) - Re-run release validation (
/ship-release,/launch-checklist)
Use docs/WORKFLOW-GUIDE.md as the authoritative phase guide:
- Phase 0: Setup & Configuration
- Phase 1: Ideation & Concept
- Phase 2: Pre-Production & Design
- Phase 3: Prototyping & Validation
- Phase 4: Production Sprint Workflow
- Phase 5: Implementation Deep-Dive
- Phase 6: Testing & QA
- Phase 7: Polish & Optimization
- Phase 8: Localization & Accessibility
- Phase 9: Release & Launch
- Phase 10: Post-Launch & Live Ops
If uncertain where to start, run /start or /project-stage-detect.
| Goal | Command |
|---|---|
| Onboard and route workflow | /start |
| Configure engine/version references | /setup-engine |
| Create game concepts | /brainstorm |
| Decompose systems | /map-systems |
| Author a system GDD | /design-system |
| Run focused implementation teams | /team-combat, /team-ui, /team-web, etc. |
| Investigate before fixing | /investigate |
| Plan and track sprint | /sprint-plan, /scope-check |
| Review technical direction | /architecture-decision, /code-review |
| Verify gameplay quality | /balance-check, /playtest-report, /perf-profile |
| Prepare release artifacts | /release-checklist, /launch-checklist, /patch-notes, /changelog |
| Stabilize risk | /careful, /freeze, /guard, /unfreeze |
For a full command walkthrough, use docs/WORKFLOW-GUIDE.md and .claude/docs/quick-start.md.
CLAUDE.md
.claude/
agents/
skills/
hooks/
rules/
docs/
.agents/
shared/
skills/
setup/
.cursor/
README.md
rules/
skills/
docs/
WORKFLOW-GUIDE.md
examples/
engine-reference/
Skill sources and adapters follow this model:
- Canonical skill definitions:
.agents/skills/ - Generated Claude adapters:
.claude/skills/ - Generated top-level install surface:
skills/
Generation scripts:
.agents/setup/sync-skills.sh.agents/setup/sync-skills.ps1.agents/setup/generate-all-adapters.sh.agents/setup/generate-all-adapters.ps1
Common commands:
# Linux/macOS
bash .agents/setup/sync-skills.sh generate-claude
bash .agents/setup/sync-skills.sh generate-toplevel
bash .agents/setup/generate-all-adapters.sh# Windows PowerShell
pwsh .agents/setup/sync-skills.ps1 generate-claude
pwsh .agents/setup/sync-skills.ps1 generate-toplevel
pwsh .agents/setup/generate-all-adapters.ps1This project can consume public SKILL.md extensions from https://skills.sh/.
- Curated list:
.agents/skills/skills.sh-curated.md - Installer pattern:
npx skills add <owner/repo>
Use these as optional add-ons while keeping game-studio workflow canonical in .agents/skills/.
You can tailor Agent Studio safely by:
- keeping only the agent domains you use,
- keeping canonical skill definitions in
.agents/skills/, - regenerating adapters after skill edits,
- preserving shared protocol files in
.agents/shared/.
Recommended customization sequence:
- Pick your engine track.
- Prune unused domains conservatively.
- Update technical preferences (
.claude/docs/technical-preferences.md). - Validate command/rule consistency.
- Regenerate adapters.
- Main workflow phases:
docs/WORKFLOW-GUIDE.md - Collaboration principle:
docs/COLLABORATIVE-DESIGN-PRINCIPLE.md - Cursor compatibility notes:
.cursor/README.md - Host-neutral compatibility layer:
.agents/README.md - Claude quick start:
.claude/docs/quick-start.md - Engine references:
docs/engine-reference/README.md - Example sessions:
docs/examples/README.md
- Organization: Smash&Clash
- Author: HKTITAN
- Product/site: smashandclash.in
- This repo is the AI studio operating system maintained by Smash&Clash.
We incorporate practical insights from:
These are codified in .agents/shared/experience-values.md and reflected in UI rules.
See UPGRADING.md for template upgrade strategy and merge guidance.
For most users:
README.md.cursor/README.md(if using Cursor) or.claude/docs/quick-start.md(if using Claude)CLAUDE.mddocs/WORKFLOW-GUIDE.md
Regenerate adapters:
.agents/setup/sync-skills.sh full(or PowerShell equivalent).agents/setup/generate-all-adapters.sh
Add/modify skills in .agents/skills/, then regenerate adapters.
Do not treat generated adapter folders as canonical sources.
Use the collaborative loop:
- define constraints,
- request options,
- choose explicitly,
- approve drafts,
- execute in phases,
- verify before release.
Use safety toggles (/careful, /freeze, /guard) during risky operations.
Run /project-stage-detect or /start, then follow phase-appropriate workflows from docs/WORKFLOW-GUIDE.md.
This project is based on the original upstream template: Donchitos/Claude-Code-Game-Studios.
The actively maintained Agent Studio repository is:
smashandclash/agent-studio.
Inherited foundation includes:
- agent hierarchy and domain-specialist model,
- skill-driven game-dev workflows,
- hook/rule-centered quality gates.
Agent Studio adaptations include:
- rebrand to Agent Studio,
- Cursor-first compatibility layer while preserving
.claudesupport, - expanded engine coverage with web game specialists (Three.js + TypeScript).
MIT License. See LICENSE.