Claude Code Game Studios gives a solo game maker the structure of a real studio. Instead of one assistant, your Claude Code session gets 49 specialist agents in a studio hierarchy: directors who guard the vision, leads for design, programming, art, audio, narrative and QA, and specialists from level designer to network programmer, with engine experts for Godot 4, Unity and Unreal Engine 5. You still make every decision; the team asks the questions a studio would and catches mistakes early.
It is a project template: you clone it as the start of your own game and type /start, which asks where you are, from no idea at all to an existing project, and routes you to the right workflow. There are 74 slash commands, from /brainstorm to /dev-story, plus document templates and rules for gameplay, engine and UI code. A single rigor setting decides how much process you get, and the README is candid that its lightest mode made as good a game as the heaviest. MIT-licensed, about 34,000 stars, by one maintainer.
- Repository: github.com/Donchitos/Claude-Code-Game-Studios
- Licence: MIT (MIT License)
- Language: Shell. Stars: 33.9K. Forks: 4,546. Last push: Oct 19, 2026.
- Scan: safe, Nov 3, 2026, commit 05ad7c8
Who it is for
Solo and hobby game developers using Claude Code, game jam teams who want structure without a producer, and anyone learning how a real studio splits up the work.
Getting started
1. Clone it as your new game project (Git, Python 3 and Bash needed)
git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game2. Open Claude Code in the project's root folder
cd my-game && claude3. Let it ask where you are and pick the workflow
/startStart Claude Code in the root folder, or its hooks and safety rules do not load. jq is recommended for the hook checks; on Windows, Bash comes with Git for Windows.
Safety scan
We cloned Donchitos/Claude-Code-Game-Studios at commit 05ad7c8 on Nov 3, 2026 and ran the checks described on the GitHub Tools page: credential patterns, decode-and-execute code, install-time scripts, committed binaries, risky CI workflows, every host the code talks to, known vulnerabilities in pinned dependencies, and project hygiene. A person read every hit. This is what we found.
- No secret hits, no pattern hits and no binaries in 638 files and 124,000 lines, almost all Markdown and shell.
- As a skill repo it got the extra pass: no hidden Unicode, no injection phrases, no exfiltration hosts and no credential paths. The phrase hits were ordinary instructions such as never closing a bug without asking the user.
- The template ships Claude Code settings that register 15 hooks, all Bash scripts in .claude/hooks. They validate commits, pushes, writes and assets, log agent activity to files in the project, and print notices. The only network call is update-check.sh, which asks api.github.com for the latest release and can be turned off with /settings --local updates.check=false.
- The same settings add deny rules for destructive commands such as rm -rf, force pushes and git reset --hard, so the template is more careful than a blank project, not less.
- No workflows and no lockfiles. A licence and a security policy are present. It is maintained by one person.
What the scanner counted
| Check | Result |
|---|---|
| Secrets | None found. |
| Suspicious code | None found. |
| Install-time code | None: nothing runs at install beyond the package manager itself. |
| Committed binaries | None. |
| CI workflows | No GitHub Actions workflows. |
| Network hosts | 3 distinct hosts referenced from source; most often github.com, api.github.com, git-lfs.github.com. No URLs to bare IP addresses. |
| Known vulnerabilities | No lockfile to check: dependencies are declared as ranges, so what gets installed is whatever is current on the day. |
| Project hygiene | Has security policy, licence file, contributing guide. Missing automated dependency updates, CodeQL. |
| OpenSSF Scorecard | Not scored: the project is not in Scorecard's weekly index. |
By the numbers
| Stars | 33.9K |
|---|---|
| Forks | 4,546 |
| Contributors | 1 |
| Commits | 43 |
| Open issues | 48 |
| Open pull requests | 44 |
| Releases | 10 |
| Latest release | v1.2.0 |
| Licence | MIT |
| Main language | Shell |
| Project age | 8 months |
| Last push | Oct 19, 2026 |
| Tracked files | 638 |
| Lines of code | 123.6K |
| Checkout size | 6 MB |
Lines by language: Markdown 103.7K, Shell 17.4K, YAML 2,237, JSON 295.
Questions
Is Claude Code Game Studios free?
Yes, MIT-licensed with no paid tier. You need Claude Code, so your cost is your Claude plan or API usage; most agents use whatever model your session runs.
Does it make the game for me?
It writes code, design documents and tests with you, and it launches the game and checks screenshots before a visual task counts as done. You still decide what the game is; it is a team, not a one-click generator.
Which game engines does it support?
Godot 4, Unity and Unreal Engine 5, each with its own lead agent and sub-specialists. Run /setup-engine to choose one.
This post is part of GitHub Tools, where every repository is cloned and scanned before it is written up. The scan is a snapshot of one commit on one day; the repository has moved on since, so check it before you install.
