claude

gameforge

A full indie game studio for Claude Code: studio agents, workflows from idea to launch, and engine specialists for Godot, Unity, Unreal, Three.js and 2D web.

53 on GitHubby Cem Ipekv3.0.0MITupdated 7 days agogame-development
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Plugin gameforge from marketplace alterlab-gameforge in AlterLab-IEU/AlterLab_GameForge. Commands read from the repo's manifest — 5 days ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (41)

  • game-accessibility-specialist

    Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits, scopes the European Accessibility Act, CVAA and Game Accessibility Guidelines, and maps fixes to Godot, Unity, Unreal or web. Use for "accessibility audit", "EAA", "colorbl

  • game-art-director

    Art Director (Sable Mori). Defines and defends the visual identity: art bible, shape and color language, silhouette readability, asset pipeline and budgets, asset reviews, and the AI-art policy with per-asset provenance. Use for "art style", "art bible", "color palette", "asset pipeline", "AI art po

  • game-audio-director

    Audio Director (Kael Resonance). Defines sonic identity and the sound bible, adaptive music, SFX design, mix and loudness, spatial audio, middleware choice (FMOD, Wwise, Web Audio) and the rights status of AI music and voice. Use for "sound design", "adaptive music", "FMOD", "mix", "AI voice". Not f

  • game-creative-director

    Creative Director (Orion Vance). Defines and protects the creative vision: core fantasy, hook, ranked pillars and anti-pillars, tone, the AI-use stance and originality guardrails, and rulings on creative conflicts. Use for "vision", "pillars", "core fantasy", "tone", "does this fit our game". Not fo

  • game-designer

    Game Designer (Luca Ferreira). Designs core loops, mechanics, progression, balance formulas and game feel with MDA, SDT and Flow, and writes mechanic specs with pass/fail checks and tuning constants that coding agents can build against. Use for "core loop", "mechanic", "progression", "game feel", "t

  • game-economy-designer

    Economy Designer (Mirela Voss). Designs currencies, faucets and sinks, inflation control and ethical monetization (premium, F2P, battle pass, web sponsors), builds runnable economy simulations, and audits loot box and consumer-law risk. Use for "economy", "currency", "monetization", "loot box", "bat

  • game-narrative-director

    Narrative Director (Lyra Ashworth). Designs story structure, branching and dialogue systems, characters, lore and ludonarrative coherence, picks dialogue tooling (ink, Yarn Spinner, Dialogic), and writes localization-ready text with AI-NPC disclosure. Use for "story", "dialogue", "branching", "lore"

  • game-producer

    Producer (Nadia Volkov). Owns schedule, scope, milestones, risk registers and cut lists, turns engine support windows, store review lead times and regulatory dates into milestones, and plans for AI-assisted teams. Use for "schedule", "milestone", "risk register", "cut list", "deadline", "crunch". No

  • game-qa-lead

    QA Lead (Rook Callahan). Writes risk-based test plans, triages bugs, builds regression suites and release gates, and sets up automated tests for Godot (GUT, gdUnit4), Unity, Unreal and web (Vitest, Playwright), including smoke checks for AI-built games. Use for "test plan", "bug triage", "regression

  • game-technical-director

    Technical Director (Kira Tanaka). Owns engine and stack choice (Godot, Unity, Unreal, Three.js, Phaser), architecture and ADRs, performance and build-size budgets, tech debt, MCP tooling and platform-shift risk. Use for "which engine", "architecture", "performance budget", "tech debt". Not for engin

  • game-ux-designer

    UX Designer (Mira Osei). Designs game UI and player experience: HUD and menu hierarchy, onboarding and tutorials, controller, touch and keyboard navigation, feedback, instant-play web UX and usability tests. Use for "HUD", "onboarding", "tutorial", "menu flow", "UI spec", "usability test". Not for a

  • game-godot-specialist

    Writes and reviews Godot 4 code (4.7 stable, 4.8 beta) in GDScript and C#: scenes and nodes, signals, Resources, autoloads, Jolt physics, shaders, profiling, export, GUT/gdUnit4 tests and headless CLI checks. Use when the project has project.godot, .gd or .tscn files, or the user mentions Godot or G

  • game-threejs-specialist

    Builds 3D browser games with Three.js or React Three Fiber on WebGL 2 and WebGPU: stack choice (vanilla, R3F, Babylon.js, PlayCanvas), Rapier physics, glTF/KTX2 pipelines, mobile budgets, Playwright checks, and fixes for outdated agent-written Three.js. Use for "three.js", "R3F", "WebGPU", "GLB", "3

  • game-unity-specialist

    Writes and reviews Unity 6 C# (6.3 LTS, 6.6): ScriptableObjects, asmdefs, Addressables, Input System, UI Toolkit, URP/HDRP, DOTS/ECS, tests, batchmode builds, profiling, web exports and Unity MCP agent workflows. Use when the project has ProjectSettings/ or .unity scenes, or the user mentions Unity,

  • game-unreal-specialist

    Writes and reviews Unreal Engine 5.8 C++ and Blueprints: GAS, Enhanced Input, World Partition, Nanite and Lumen budgets, Mass and StateTree, RunUAT builds, automation tests, packaging, Unreal Insights and Unreal MCP agent workflows. Use when the project has a .uproject or the user mentions Unreal, U

  • game-web2d-specialist

    Builds 2D browser games with Phaser 4 (primary), PixiJS 8, Kaplay, Excalibur or LittleJS: framework choice, Phaser scenes, Arcade or Matter physics, Tiled/LDtk tilemaps, atlases, pixel-art scaling, Phaser 3 to 4 migration and Playwright checks. Use for "Phaser", "PixiJS", "Kaplay", "2D web game", "t

  • game-ai-assets

    Runs an AI-assisted asset pipeline for models, sprites, textures, audio and voice: generate vs make vs buy, license-first tool choice, style lock, engine post-processing, and a per-asset provenance log for Steam, itch.io and EU AI Act disclosures. Use for "generate a sprite with AI", "ElevenLabs", "

  • game-analytics-setup

    Sets up privacy-first game analytics: question-driven event taxonomies, consent-gated telemetry (GDPR, COPPA, ATT), engine and web SDK choice, KPI definitions, dashboards, A/B tests, and AI feedback summaries validated against real data. Use for "analytics", "telemetry", "KPIs", "retention", "funnel

  • game-balance-check

    Validates and tunes game balance: economy faucets and sinks, progression and difficulty curves, reward pacing, win rates and dominant strategies, using agent-runnable simulations (Monte Carlo, AI-vs-AI) and telemetry. Use for "balance", "tuning", "difficulty spike", "Monte Carlo", "win rate". Not fo

  • game-brainstorm

    Runs designer-led ideation that turns a mood, theme, genre or "something like X" into three original concepts and one chosen Game Concept Document with core loop, pillars, player fit and scope, plus 5-10 minute web or jam hooks. Use for "game idea", "brainstorm", "pitch", "what should I make", "a ga

  • game-ci-pipeline

    Designs and writes CI/CD pipelines for games: tests, headless builds, caching, Git LFS, secrets and deploys to Steam, itch.io (butler), Cloudflare or Netlify, for Godot, Unity (GameCI), Unreal (RunUAT) and Vite web builds. Use for "CI", "GitHub Actions", "automated build", "deploy to Steam/itch". No

  • game-code-review

    Reviews game code and AI-agent changes as a forked reviewer and writes a severity-ranked report: frame-rate independence, hot-path allocations, state and resource lifecycle, hallucinated engine APIs and leaked secrets, for Godot, Unity, Unreal and web. Use for "review my code", "review this PR", "ch

  • game-design-review

    Reviews an existing GDD or feature spec with a severity-rated rubric: pillar alignment, MDA and player-psychology fit, consistency, scope, testability for agent-built games, originality, AI disclosure and accessibility hooks, ending in a build-readiness verdict. Use for "review my GDD", "design feed

  • game-gdd-author

    Guides section-by-section writing of a game design document that doubles as an agent-verifiable spec: pillars, core loop, MDA-tagged systems with pass/fail acceptance criteria and tuning knobs, scope tiers and an AI-use policy. Use for "write my GDD", "create a game design document", "turn my concep

  • game-help

    Start-here guide to GameForge: maps the user's goal, project phase and engine to the right skill or skill chain, and explains the studio agents, hooks and project config. Use for "what can GameForge do", "which skill should I use", or when unsure how to approach a game-dev task. Not for setting up a

  • game-jam-mode

    Coaches a game jam entry from rules to submission: reads the ruleset and AI policy, interprets the theme, locks scope, runs an hour-by-hour plan with agent-assisted building, and submits a browser build with accurate AI disclosure. Use for "game jam", "Ludum Dare", "GMTK", "Vibe Jam", "js13k", "48 h

  • game-launch

    Runs the pre-release launch pipeline for Steam, Epic, consoles and mobile: build gates, store page and review lead times, Next Fest and wishlists, a dated compliance checklist (AI disclosure, EU AI Act, EAA, IARC), day-one patch and go/no-go. Not for browser games (use game-web-publish).

  • game-localization-manager

    Plans and runs game localization: i18n architecture, string extraction per engine, a machine translation + LLM + human review pipeline, pseudo-localization in CI, fonts, RTL and CJK, LQA, and Steam AI disclosure for translated text. Use for "localization", "translation", "i18n", "RTL", "CJK", "pseud

  • game-market-research

    Researches the market for a game concept as a forked analyst: genre health, comparable titles with sourced numbers, market sizing, audience, 2026 store conditions, positioning and a go/no-go call, saved to design/market-research/. Use for "market research", "competitive analysis", "is this game viab

  • game-multiplayer

    Designs netcode: whether to go online at all, topology (P2P with relay, listen or dedicated server), sync model (prediction, rollback, lockstep), stacks for Godot, Unity, Unreal and web, lobbies, anti-cheat, network testing and hosting cost. Use for "add multiplayer", "online co-op", "netcode", "lag

  • game-playtest

    Plans, runs and analyzes playtests: research questions, observation and think-aloud protocols, remote and browser sessions (itch.io, Steam Playtest), consent, surveys and evidence-graded findings, with AI playtest agents as validated supplements. Use for "playtest", "player feedback", "playtest repo

  • game-postmortem

    Runs a data-driven post-mortem for a shipped, canceled or major-phase project: git history, sprint and retro records, scope and quality trends, and what AI agents contributed and cost per milestone, ending in owned lessons archived to production/milestones/. Use for "post-mortem", "project review",

  • game-prototype

    Runs hypothesis-driven prototyping: one question per prototype, a falsifiable hypothesis, the cheapest fidelity that answers it (paper, simulation, agent-built throwaway), a time box, observed playtests and a kill-or-promote call. Use for "prototype", "proof of concept", "test this mechanic", "is th

  • game-retrospective

    Runs a sprint or milestone retrospective in the GDC post-mortem tradition: What Went Right, What Went Wrong, seven lenses including AI-assisted development, the Kill List and The One Thing, with actions fed into the next sprint. Use for "retro", "sprint retrospective", "milestone review", "kill list

  • game-reverse-document

    Generates docs from an existing game codebase as a forked report writer: reverse-engineered GDD, architecture overview with ADR drafts, concept document, or a one-page brief for new teammates and coding agents (Godot, Unity, Unreal, web). Use for "document this codebase", "generate docs from code",

  • game-scope-check

    Checks scope against time and capacity: feature inventory, MoSCoW with effort caps, impact and risk scores, buffer math, scope-creep signals and a cut list, with velocity calibrated for AI-agent work and vibe debt counted as risk. Use for "scope creep", "can we fit this", "what should we cut", "are

  • game-sprint-plan

    Builds a sprint plan for a team or solo developer: one pillar-aligned goal, day-sized tasks that each end in a check, dependencies, capacity with buffer, AI-agent estimates with review budgets and vibe-debt paydown, written to production/sprints/. Not for whole-project scope (use game-scope-check).

  • game-start

    Sets up a game project for GameForge: detects engine and project state, writes .gameforge/project.json and session state, merges the engine starter CLAUDE.md, configures Git and Git LFS, and connects coding agents to the engine (MCP, llms.txt). Use for "start a new game", "set up my project", "initi

  • game-team-orchestrator

    Runs the GameForge studio as a team: briefs studio subagents in parallel or in sequence, synthesizes their reports, routes conflicts by the agent hierarchy, and runs resumable named pipelines (new project, sprint, design iteration, release). Not for single-domain questions (use game-help).

  • game-vibe-code

    Runs an AI-agent build loop from idea to a playable, verified, shippable game: one-page spec, playable in the first hour, one feature per iteration with a pass/fail check, Playwright screenshots, commits and a progress.md handoff. Use for "vibe code a game", "build a game with Claude", "make a brows

  • game-web-publish

    Ships a browser game: hardens the build (size budgets, compression, COOP/COEP headers) and publishes to itch.io, Poki, CrazyGames, YouTube Playables, Discord Activities, PWA or desktop wrappers, with per-platform AI disclosure. Use for "publish my web game", "upload to itch", "Poki SDK", "build too

Subagents (11)

  • game-accessibility-specialist

    GameForge Accessibility Specialist (Kael Oduya) with project memory, for an independent review or deliverable on motor, visual, auditory, and cognitive accessibility and EAA compliance. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-art-director

    GameForge Art Director (Sable Mori) with project memory, for an independent review or deliverable on visual style, art bible, asset pipeline, and UI art. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-audio-director

    GameForge Audio Director (Kael Resonance) with project memory, for an independent review or deliverable on music, SFX, adaptive audio, and mix. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-creative-director

    GameForge Creative Director (Orion Vance) with project memory, for an independent review or deliverable on vision, pillars, tone, and creative conflict rulings. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-designer

    GameForge Game Designer (Luca Ferreira) with project memory, for an independent review or deliverable on mechanics, systems, progression, and tuning. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-economy-designer

    GameForge Economy Designer (Mirela Voss) with project memory, for an independent review or deliverable on currencies, sinks and faucets, pricing, and ethical monetization. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-narrative-director

    GameForge Narrative Director (Lyra Ashworth) with project memory, for an independent review or deliverable on story structure, characters, dialogue, and lore consistency. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-producer

    GameForge Producer (Nadia Volkov) with project memory, for an independent review or deliverable on scope, schedule, milestones, risk, and cross-team tradeoffs. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-qa-lead

    GameForge QA Lead (Rook Callahan) with project memory, for an independent review or deliverable on test strategy, bug triage, regression, and quality gates. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-technical-director

    GameForge Technical Director (Kira Tanaka) with project memory, for an independent review or deliverable on architecture, engine choice, performance budgets, and technical risk. Used by /gameforge:game-team-orchestrator for parallel consultations.

  • game-ux-designer

    GameForge UX Designer (Mira Osei) with project memory, for an independent review or deliverable on onboarding, HUD and menu flows, usability, and player feedback. Used by /gameforge:game-team-orchestrator for parallel consultations.

Hooks (8)

  • SessionStart

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/session-start.sh"

  • PreCompact

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/pre-compact.sh"

  • PreToolUse

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/validate-commit.sh"

  • PreToolUse

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/protect-generated.sh"

  • SubagentStart

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/subagent-track.sh"

  • SubagentStop

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/subagent-track.sh"

  • StopFailure

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/stop-failure.sh"

  • SessionEnd

    sh "${CLAUDE_PLUGIN_ROOT}/hooks/session-end.sh"

View source on GitHub

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