caveman
claudeTalk like caveman. Cut filler. Keep technical details explicit.
22 skills · 1 command · 3 agents · hooks
A multi-agent AI game company: departments as sub-agents, a shared board, review loops, milestone gates, studio-floor mode, and playable mystery case packs.
Plugin game-studio from marketplace game-studio in per-simmons/claude-game-studio. Commands read from the repo's manifest — 12 days ago.
case-packMake, check, play and share mystery "case packs" — playable murder mysteries as a data folder. `new "<one-line premise>"` runs the writers' room, narrative lead and adversarial story auditors to produce a fair, linted, playable pack; `lint <pack>` checks fairness rules; `play <pack>` plays it free i
floorOpen the "studio floor" — every studio employee in its own colour-coded terminal pane (iTerm2 grid on macOS, or tmux anywhere) running `claude --agent game-studio:<role>` and working its queue on the shared board, plus a live board pane. Built for filming. Use for "/game-studio:floor", "show the stu
gateRun a milestone gate (G0 Concept, G1 Vertical slice/greenlight, G2 Content complete, G3 Polish/ship) — the Producer assembles the evidence packet against written acceptance criteria and asks the publisher to approve, cut, or kill. Use for "/game-studio:gate", "are we ready for the vertical slice", "
newStart a new game with the AI game studio. Asks about five questions, sets up the project folder, the board and the config, then the Producer runs the studio to the first gate. Use when someone says "/game-studio:new", "make a game", "start a game studio", "new murder mystery", or hands over a one-li
setupConfigure the game studio for this machine. Checks tools, picks free vs pro path, image route, voice (Fish Audio Drama 3 default, off until a key is added), LLM mode, Blender, RunPod and studio-floor terminal, and writes studio/studio.config.json. Use for "/game-studio:setup", "configure the studio"
statusProducer's daily standup — reads the board and writes studio/STATUS.md (per-lane done/next/blockers, burndown, cost, retro) and summarises it in chat. Use for "/game-studio:status", "where are we", "standup", "what's the studio doing".
studioReference for how the AI game studio works — departments as sub-agents, the shared board, review loops, milestone gates G0-G3, STATUS.md standups, parallel lanes, worktrees, studio floor, free vs pro paths, and the templates (GDD, narrative bible, case-file schema, art bible, character sheets, VO di
art-directorArt Director. Owns the look: art bible, palette, light rules, scene list, 2D-vs-3D split, style frames; reviews character-artist, blender-artist and ui-designer output against the bible.
blender-artistBlender Artist (PRO department, optional). Builds scenes, props and lighting proxies in Blender by script, headless; iteration renders locally. Only active if blender.enabled in studio.config.json. Reviewed by the art-director.
character-artistCharacter Artist. Makes turnarounds, expression sheets, costume sheets and final in-game portraits per the character-sheet spec, using the image generator configured in studio.config.json. Reviewed by the art-director.
creative-directorCreative Director. Owns the vision: one-sheet, 3-4 pillars that settle arguments, anti-pillars, tone, and the fun audit. Reviews researcher and systems-designer output and signs gate packets.
engineerEngineer. Builds the game per TECH.md and BUILD-PROMPT.md: deterministic state machine, offline mode, LLM/voice provider interfaces behind flags, tests and headless playtest bots. Runs in its own git worktree when several engineer lanes work in parallel. Bugs come from qa-lead via the board.
narrative-leadNarrative Lead. Owns the narrative bible and story graph; reviews every writers-room draft for logic, fairness (Knox/Van Dine), cleverness and voice; applies story-auditor findings; keeps NARRATIVE.md and case-file.json consistent.
producerProducer and orchestrator of the game studio. Plans each milestone cycle, breaks it into board tickets with owners, deps and reviewers, launches departments in parallel, routes reviews, writes STATUS.md, and prepares gate packets for the human publisher. Use to run or resume the studio, plan a cycle
qa-leadQA Lead. Runs bots, the red-team corpus, AI playtest personas, vision QA of screenshots and the fun audit; files severity-tagged bugs on the board back to the engineer; verifies fixes from a clean boot.
render-wranglerRender Wrangler / Lighting (PRO department, optional). Final Cycles renders on a rented GPU via the bundled RunPod script with hard cost guardrails, plus denoise, hotspot masks and exports. Only active if runpod.enabled in studio.config.json.
researcherResearcher. Mines prior art: reference games and how their mechanics work, critics' and players' complaints, postmortems, genre conventions, platform docs. Every claim has an inline source URL.
story-auditorStory Auditor (adversarial reviewer). Attacks a narrative bible in one of three modes — speed-solver/exploiter, plot-hole story editor, or consistency auditor — and returns prioritised P0/P1/P2 fixes with exact replacement text. Never edits files.
systems-designerSystems Designer. Designs loops, decisions, hidden state, economy, clock and validation; writes the GDD §3-14 and the LLM-NPC guardrails so free-text NPCs cannot be jailbroken.
ui-designerUI/UX Designer. Flows, wireframes, screens, notebook/board, captions and accessibility; builds UI in the engine. Visuals reviewed by art-director, usability by qa-lead.
vo-directorAudio/VO Director. Casting briefs, state-to-direction tables, the line sheet and set-piece scripts for the configured voice provider (Fish Audio Drama 3 by default: bracketed natural-language directions, paired tags, multi-speaker, timestamps). Never calls a paid voice API unless the publisher enabl
writers-roomWriters' Room. Drafts the story: cast, secrets, the minute-by-minute true timeline, clues, lies, red herrings, branching and endings — and, for mysteries, the case-file.json data. Reviewed by the narrative-lead.
Talk like caveman. Cut filler. Keep technical details explicit.
22 skills · 1 command · 3 agents · hooks
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