claude

game-development

Game Development specialist team — agents, skills, cited knowledge bank, templates, commands, best-practice rules, an advisory hook. A production-and-design team for a game studio or indie team — it scopes to a vertical slice before a full build, designs core loops and economies that retain, runs production on milestones and risk burn-down, and reads live-ops on retention and monetization the way a team that ships and then operates a game must. Inherits ravenclaude-core protocols.

9 on GitHubby Matt Corbettv0.3.0MITupdated today
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Plugin game-development from marketplace ravenclaude in mcorbett51090/RavenClaude. Commands read from the repo's manifest — today.

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 (6)

  • balance-the-economy

    Design the economy as a system of sources, sinks, and progression pacing, not a price list, so it doesn't inflate or starve. Reach for this on an economy question.

  • burn-down-risk

    Track and burn down the riskiest unknowns (fun, tech, content cost) first, not just a task list, since scope kills games. Reach for this on the production plan.

  • design-game-menus

    Design a game's menus and HUD so they read at a glance, navigate with a controller alone, and ship accessible. Decide what each HUD element is and whether it earns its place, build a universal Back with focus restoration, set accessibility presets over granular settings, and spend bespoke menu motio

  • design-the-core-loop

    Design the second-to-second and session-to-session core loop before features, since retention lives there. Reach for this at the start of design.

  • read-live-ops

    Read retention (D1/D7/D30) and monetization together, gating monetization on retention, to operate the live game. Reach for this post-launch.

  • scope-to-vertical-slice

    Scope the project to a vertical slice that proves the core loop is fun before scaling content, to de-risk the build. Reach for this at greenlight.

Slash commands (5)

  • /game-development:balance-the-game-economy

    Design the economy as a system of sources, sinks, and progression pacing, not a price list, so it doesn't inflate or starve. Reach for this on an economy question.

  • /game-development:burn-down-production-risk

    Track and burn down the riskiest unknowns (fun, tech, content cost) first, not just a task list, since scope kills games. Reach for this on the production plan.

  • /game-development:design-the-core-loop

    Design the second-to-second and session-to-session core loop before features, since retention lives there. Reach for this at the start of design.

  • /game-development:read-live-ops-vital-signs

    Read retention (D1/D7/D30) and monetization together, gating monetization on retention, to operate the live game. Reach for this post-launch.

  • /game-development:scope-to-a-vertical-slice

    Scope the project to a vertical slice that proves the core loop is fun before scaling content, to de-risk the build. Reach for this at greenlight.

Subagents (4)

  • game-designer

    Use this agent for game design — core loops, the economy, progression, and design docs. NOT for production scheduling (route to gamedev-producer) or live-ops metrics (route to live-ops-analyst).

  • gamedev-producer

    Use this agent to scope a game project, frame a production plan, or route to a specialist. The orchestrator. NOT for design detail (route to game-designer) or live-ops analytics (route to live-ops-analyst).

  • gameplay-engineer

    Use this agent for build feasibility — technical risk, prototyping, content pipelines, and engineering cost, as technical decision-support. NOT for design (route to game-designer) or live-ops (route to live-ops-analyst).

  • live-ops-analyst

    Use this agent for live-ops — retention, monetization, the live-service roadmap, and scorecard design. NOT for core design (route to game-designer) or production planning (route to gamedev-producer).

Hooks (1)

  • PostToolUse

    /usr/bin/env -u BASH_ENV -u ENV -u SHELLOPTS -u BASHOPTS -u LD_PRELOAD -u LD_LIBRARY_PATH -u LD_AUDIT -u DYLD_INSERT_LIBRARIES -u DYLD_LIBRARY_PATH -u PYTHONPATH -u PYTHONSTARTUP PATH=/usr/local/bin:/

Language servers (1)

  • csharp
View source on GitHub mcorbett51090.github.io

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