# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview VampireAct — Unity game project currently in pre-production. Uses the **Claude Code Game Studios (CCGS)** multi-agent architecture for game development workflow. ## Engine & Build - **Unity Version**: 2022.3.62f3c1 - **Render Pipeline**: URP 14.0.12 - **Template**: `com.unity.template.urp-blank@14.0.0` - **Color Space**: Linear - **Target Platforms**: Standalone (Windows), Android, iOS Open the project in Unity Editor to build and run. The default scene is `Assets/Scenes/SampleScene.unity`. ## Project Structure ``` Assets/ Scenes/ — Currently only SampleScene.unity Settings/ — URP quality/renderer profiles (Performant, Balanced, HighFidelity) Claude-Code-Game-Studios/ .claude/ agents/ — 48 specialized AI agent definitions skills/ — CCGS slash commands and workflows docs/ — Development framework documentation hooks/ — Git hooks for quality gates Packages/ — Unity package manifest (URP, TextMeshPro, Timeline, etc.) ProjectSettings/ — Unity project configuration ``` ## Development Workflow (CCGS) This project uses the CCGS game studio agent architecture. The framework provides: **Agent Hierarchy:** - **Tier 1 (Directors)**: `creative-director`, `technical-director`, `producer` — high-level decisions - **Tier 2 (Leads)**: `game-designer`, `lead-programmer`, `art-director`, `audio-director`, `narrative-director`, `qa-lead` - **Tier 3 (Specialists)**: Unity-specific agents include `unity-specialist`, `unity-shader-specialist`, `unity-addressables-specialist`, `unity-ui-specialist`, `unity-dots-specialist` **Key Slash Commands:** - `/start` — First-time onboarding - `/brainstorm` — Game concept ideation - `/map-systems` — Decompose concept into systems - `/design-system [name]` — GDD authoring for a system - `/create-architecture` — Master architecture blueprint - `/create-epics` / `/create-stories` — Translate designs into work items - `/dev-story` — Implement a story (routes to appropriate programmer agent) - `/code-review` — Code quality review - `/gate-check` — Validate phase readiness - `/prototype` — Rapid prototyping **Code Standards (from CCGS):** - Gameplay values must be data-driven, never hardcoded - Public methods must be unit-testable (dependency injection over singletons) - All public APIs need doc comments - Every system must have an Architecture Decision Record in `docs/architecture/` - Tests must be deterministic, isolated, and not depend on execution order See `Claude-Code-Game-Studios/CLAUDE.md` and `Claude-Code-Game-Studios/.claude/docs/quick-start.md` for full framework documentation. ## Current State - **Stage**: Pre-production — no custom scripts or game systems implemented yet - **Technical preferences**: Not yet configured (run `/setup-engine unity` to populate) - **GDDs**: None written - **Architecture**: None defined - **Scenes**: Only the default URP blank template SampleScene ## Unity-Specific Notes - C# scripts belong in `Assets/` under appropriate subdirectories (e.g., `Assets/Scripts/`, `Assets/Scripts/Gameplay/`) - URP quality tiers (Performant, Balanced, HighFidelity) are pre-configured in `Assets/Settings/` - The project uses the standard Unity package manager — dependencies are in `Packages/manifest.json` - Test framework: Unity Test Framework 1.1.33 (via `com.unity.test-framework`) - CI for Unity tests uses `game-ci/unity-test-runner@v4` GitHub Action