AlterLab GameForge is a collection of 34 production-grade Claude AI skills purpose-built for indie game development. The skills are organized into three categories:
- 11 Studio Agents -- Specialized roles that emulate a full game studio team
- 20 Workflow Skills -- Structured processes for common game dev tasks
- 3 Engine Specialists -- Deep expertise for Godot, Unity, and Unreal Engine
Additionally, 2 genre packs (Roguelike, Narrative) provide genre-specific reference material.
Every skill is grounded in established game design theory (MDA Framework, Self-Determination Theory, Flow Theory, Bartle's Player Types) and delivers structured, actionable output.
All skills reference a common knowledge base. These docs provide the theoretical and procedural foundation:
@docs/collaboration-protocol.md-- How agents hand off work, share context, and avoid duplication@docs/game-design-theory.md-- MDA Framework, Flow Theory, SDT, Bartle taxonomy, and design lenses@docs/coordination-rules.md-- Turn order, conflict resolution, escalation paths between agents@docs/agent-hierarchy.md-- Reporting structure and decision authority for all 11 agents@docs/coding-standards.md-- Code style, architecture patterns, and engine-specific conventions@docs/workflow-guide.md-- 11-phase development lifecycle mapping all 31 skills to project phases@docs/monetization-ethics.md-- Ethical monetization framework, dark pattern identification, regulatory landscape@docs/engine-comparison.md-- Structured comparison matrix for Godot, Unity, and Unreal Engine@docs/mcp-integrations.md-- MCP server ecosystem for game dev, engine-specific recommendations, setup guides@docs/ai-native-gamedev.md-- AI tools for game development, production-ready vs experimental assessment@docs/genre-pack-spec.md-- Format specification for genre-specific enhancement packs@docs/skill-quality-rubric.md-- 5-dimension quality scoring system for skill evaluation
Always check these docs before answering game development questions. They contain the canonical standards for this project.
The studio agents follow a clear hierarchy for decision-making:
Producer (coordination, schedule, scope)
|
+-- Creative Director (vision, pillars, tone)
| +-- Art Director (visual style, assets, UI art)
| +-- Audio Director (music, SFX, adaptive audio)
| +-- Narrative Director (story, dialogue, lore)
| +-- Game Designer (mechanics, systems, balance)
| +-- Economy Designer (currency flows, monetization, virtual economy)
|
+-- Technical Director (architecture, performance, tools)
+-- QA Lead (testing, bug tracking, quality gates)
+-- UX Designer (player experience, accessibility, usability)
+-- Accessibility Specialist (inclusive design, EAA compliance, accommodations)
Decision authority:
- Creative conflicts (art style vs. narrative tone) -- Creative Director decides
- Technical conflicts (performance vs. feature scope) -- Technical Director decides
- Scope conflicts (feature cut vs. deadline) -- Producer decides
- Cross-domain conflicts (creative vs. technical tradeoffs) -- Producer mediates, Creative Director and Technical Director negotiate
- Monetization conflicts (revenue vs. player trust) -- Economy Designer advises, Producer decides
- Accessibility conflicts (accommodation vs. design intent) -- Accessibility Specialist advises, Technical Director decides implementation
Route user requests to the correct skill based on intent:
| User Intent | Route To |
|---|---|
| Vision, pillars, creative direction, tone | game-creative-director |
| Architecture, performance, tech stack | game-technical-director |
| Schedule, scope, milestones, risk | game-producer |
| Mechanics, systems, balance, progression | game-designer |
| Story, dialogue, lore, worldbuilding | game-narrative-director |
| Visual style, asset pipeline, UI art | game-art-director |
| Music, SFX, adaptive audio, mixing | game-audio-director |
| Testing, bugs, quality gates, regression | game-qa-lead |
| Player experience, accessibility, usability | game-ux-designer |
| Virtual economy, currency design, monetization | game-economy-designer |
| Inclusive design, motor/visual/auditory/cognitive accommodations, EAA | game-accessibility-specialist |
| User Intent | Route To |
|---|---|
| Starting a new game project | game-start |
| Ideation, brainstorming, concept exploration | game-brainstorm |
| Market research, competitive analysis, market sizing | game-market-research |
| Reviewing a game design document | game-design-review |
| Reviewing game code or architecture | game-code-review |
| Planning a development sprint | game-sprint-plan |
| Building a rapid prototype | game-prototype |
| Running a playtest session | game-playtest |
| Checking game balance and tuning | game-balance-check |
| Preparing for release or store submission | game-launch |
| Coordinating multiple agents on a task | game-team-orchestrator |
| Evaluating scope against timeline | game-scope-check |
| Running a sprint/milestone/project retrospective | game-retrospective |
| Running a post-mortem or project review | game-postmortem |
| Generating documentation from existing code | game-reverse-document |
| Translation, localization, internationalization (i18n) | game-localization-manager |
| Analytics, telemetry, KPIs, data-driven design | game-analytics-setup |
| Game jam participation (48-72 hour compressed development) | game-jam-mode |
| CI/CD pipeline setup, automated builds, deployment | game-ci-pipeline |
| Writing a game design document section by section | game-gdd-author |
Detect the game engine from project files and route accordingly:
| Detection Signal | Route To |
|---|---|
project.godot, .gd files, *.tscn scenes |
game-godot-specialist |
*.unity, *.cs scripts, ProjectSettings/ |
game-unity-specialist |
*.uproject, *.cpp/*.h with UE macros, Blueprints |
game-unreal-specialist |
If no engine is detected, ask the user which engine they are targeting before routing.
The following hooks run automatically during Claude Code sessions:
| Hook | Event | Purpose |
|---|---|---|
session-start |
SessionStart | Initialize session state, load project context |
session-stop |
Stop | Save session state, write session log |
pre-compact |
PreCompact | Archive context before memory compaction |
validate-commit |
PreToolUse | Enforce commit message convention before git commits |
detect-gaps |
PostToolUse | Identify missing skill coverage in agent responses |
log-agent |
PostToolUse | Record which agents were invoked and their outputs |
post-compact |
PostCompact | Restore essential context after context compaction |
subagent-track |
SubagentStart/SubagentStop | Log subagent delegation for orchestration tracking |
instructions-validate |
InstructionsLoaded | Validate required docs exist when CLAUDE.md loads |
stop-failure |
StopFailure | Save session state and guide recovery on API errors |
config-change |
ConfigChange | Detect skill/config modifications during session |
The templates/ directory contains starter templates for common game development artifacts:
- Game Design Document (
game-design-document.md) - Game Concept (
game-concept.md) - Architecture Decision Record (
architecture-decision-record.md) - Sprint Plan (
sprint-plan.md) - Art Bible (
art-bible.md) - Sound Bible (
sound-bible.md) - Character Sheet (
character-sheet.md) - Economy Model (
economy-model.md) - Level Design Document (
level-design-document.md) - Release Checklist (
release-checklist.md) - Game Pillars (
game-pillars.md) - Systems Index (
systems-index.md) - AI Content Policy (
ai-content-policy.md) - Post-Mortem Report (
post-mortem.md) - Playtester Survey (
playtester-survey.md) - Competitive Analysis (
competitive-analysis.md) - Accessibility Audit (
accessibility-audit.md) - Jam Concept (
jam-concept.md) - Jam Submission Checklist (
jam-submission.md) - CI Pipeline Configuration (
ci-pipeline-config.md)
Reference templates with @templates/template-name.md in skill outputs.
All commits to this repository must follow this convention:
| Prefix | Use |
|---|---|
feat: |
New skill, hook, template, or documentation |
improve: |
Enhancement to an existing skill or workflow |
fix: |
Bug fix, broken reference, or typo correction |
docs: |
README, CONTRIBUTING, or docs-only changes |
chore: |
Scripts, CI, config, or repo maintenance |
Examples:
feat: add game-economy-designer agent skill
improve: expand game-designer balance section with MDA analysis
fix: correct agent hierarchy in coordination-rules doc
docs: update quick start section in README
chore: add frontmatter validation to validate script
- Agent skills: minimum 200 lines of substantive content
- Workflow skills: minimum 150 lines of substantive content
- Engine specialists: minimum 200 lines with engine-specific code examples
- No stubs or placeholder sections
- Every skill must include concrete output templates
- All cross-references between skills must be valid
- All skills must include
argument-hintin frontmatter - All skills must include
allowed-toolsin frontmatter - Agent skills should include
effortlevel (max for directors, high for leads) - Agent skills with isolated context should use
context: fork
Active session data is stored in production/session-state/ and session logs in production/session-logs/. Both directories are gitignored. The hooks manage this state automatically.
AlterLab_GameForge/
skills/
agents/ -- 11 studio agent skills
workflows/ -- 20 workflow skills
engine-specialists/ -- 3 engine-specific skills
genre-packs/ -- Genre-specific reference material (not skills)
roguelike/ -- Roguelike design patterns, balance, brainstorm
narrative/ -- Narrative game patterns, pacing, brainstorm
docs/ -- 15 shared knowledge base documents
hooks/ -- 11 session lifecycle hooks
templates/ -- 20 starter templates for game dev artifacts
scripts/ -- Validation scripts (validate.sh)
starters/ -- Engine-specific project configs
production/ -- Runtime session data (gitignored)
.github/workflows/ -- CI validation pipeline
CLAUDE.md -- This file
README.md -- Project showcase
marketplace.json -- Plugin manifest for Claude Code
package.json -- Project metadata