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