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YJackGameStudio

Open-source reference architecture for AI-native game studios.
49 specialized agents. 76 procedural workflows. Owner-directed autonomy.
Provider-neutral template for Godot, Unity, and Unreal projects.

MIT License 49 Agents 76 Skills 12 Rules 12 Hooks AGENTS.md


Why YJackGameStudio?

Raw AI Tools Give You an Assistant. YJackGameStudio Gives You a Studio.

Using Claude Code, GitHub Copilot, or Gemini alone means working with a single AI assistant that does everything — design, code, docs, QA — without specialization, coordination, or workflow structure. You get helpful suggestions, but you're still juggling all the roles yourself.

YJackGameStudio transforms that single assistant into a coordinated studio team:

  • 49 specialized agents with domain expertise (game designers, programmers, technical artists, QA leads, producers)
  • 76 procedural workflows for systematic development (from /brainstorm to /release-checklist)
  • Studio hierarchy that mirrors real game studios (directors → leads → specialists)
  • Parallel execution where multiple agents work on independent tasks simultaneously
  • Structured validation with evidence-based QA and aggregated sign-off reports

It's the difference between one helpful assistant and a coordinated team with roles, workflows, and accountability.

Provider-Neutral: Works With Your Tools, Not Against Them

Most AI-assisted dev templates lock you into one AI provider's ecosystem. YJackGameStudio is deliberately provider-neutral:

  • Works across Codex, GitHub Copilot, Gemini CLI, Google Antigravity, and Claude Code
  • Agent instructions written in provider-neutral format (.agents/ layer)
  • Tool-specific adapters (CLAUDE.md, GEMINI.md, .github/copilot-instructions.md) without vendor lock-in
  • Future AI tools can adopt the same agent model without migration cost

Why this matters: When a better AI tool arrives next year, you keep your studio architecture and workflows. The agents adapt; you don't rebuild from scratch.

Engine-Neutral: Godot, Unity, Unreal — All First-Class

Game engines evolve constantly. YJackGameStudio doesn't pick winners:

  • Native specialist sets for Godot, Unity, and Unreal Engine
  • Version-pinned engine references so agents stay accurate across engine updates
  • Optional framework support (like YJackCore for Unity) without making it mandatory
  • Engine-agnostic workflows for design, architecture, production, and QA

Why this matters: Your design docs, architecture decisions, sprint plans, and QA processes remain valuable even if you switch engines mid-project or across projects.

Owner-Directed, Not Autonomous Black-Box

Prompt-to-game tools promise "describe your game, get a finished product." They rarely deliver production-quality results, and when they do, you have no control over the creative decisions made along the way.

YJackGameStudio keeps you in control at every stage:

  • You approve the game concept after brainstorming
  • You review and approve every GDD section before it's finalized
  • You make architecture decisions through explicit ADRs
  • You control when to advance through production phase gates
  • Source code changes, PRs, and releases always require owner approval

The studio handles execution (writing code, running tests, generating docs), but you remain the creative director and final decision-maker.


What Is This?

YJackGameStudio is a public, open-source, provider-neutral reference architecture and template for AI-native game studios. It turns AI coding tools into coordinated game development teams through 49 specialized agents (designers, programmers, QA, producers), 76 procedural skills (from brainstorming to release), and professional workflows for Godot, Unity, and Unreal projects.

This repository is the reusable ecosystem layer: roles, workflows, rules, templates, validation expectations, and tool adapters that teams can fork, study, extend, and adapt. It is not the commercial product and it is not a closed platform. Loomlight Studio is the separate commercial/productized autonomous AI game studio platform that may build on these concepts.

Key Features:

  • Open Reference Architecture: MIT-licensed studio template for AI-native game production
  • Multi-Agent Coordination: 49 specialists working in parallel, not one assistant
  • Engine-Aware: Native support for Godot, Unity, Unreal with version-pinned references
  • Evidence-Based QA: Structured validation with BLOCKING/ADVISORY verdicts
  • Owner Control: Three autonomy modes with hard gates on source code and releases
  • Portable: Works across Codex, GitHub Copilot, Gemini CLI, Google Antigravity, Claude Code
  • Customizable: Fork and modify agents, skills, rules, and templates

What This Is NOT:

  • ❌ Not a prompt-to-game toy (requires owner direction at every major gate)
  • ❌ Not a one-prompt autonomous game creator (you control all major decisions)
  • ❌ Not Loomlight Studio or the commercial productized platform
  • ❌ Not tied to YJackCore; YJackCore is optional
  • ❌ Not tied to one engine, AI provider, or coding assistant
  • ❌ Not connected to Unity AI (separate tool, no support is claimed)
  • ❌ Not an asset generator (generates code and docs, not art/audio)

Learn More:

Based on Donchitos/Claude-Code-Game-Studios with provider-neutral extensions.

Ecosystem Positioning

YJackGameStudio is the open-source reference architecture and reusable template for AI-native game studios. It owns the public ecosystem layer: provider-neutral agent roles, procedural workflows, rules, templates, validation expectations, and compatibility guidance.

Loomlight Studio is the commercial/productized visual autonomous AI game studio platform. Loomlight-specific product UI, hosted orchestration, commercial workflows, and implementation code belong outside this repository.

YJackCore is an optional Unity gameplay framework and low-code authoring substrate. YJackGameStudio supports YJackCore-aware routing for Unity projects that choose it, but generic Unity, Godot, and Unreal workflows remain first-class.

Unity AI and external AI tools are possible external execution or content tools. No Unity AI support is claimed here. YJackGameStudio stays useful across Codex, GitHub Copilot, Gemini CLI, Google Antigravity, Claude Code, and future AI tooling stacks.

Supported Agent Systems

System Entrypoint Notes
Codex AGENTS.md Uses the cross-agent instructions and can load .agents/skills/ as project skills.
GitHub Copilot .github/copilot-instructions.md Also includes path-specific instructions under .github/instructions/.
Gemini CLI GEMINI.md and .gemini/settings.json Configured to load both AGENTS.md and GEMINI.md.
Google Antigravity AGENTS.md, GEMINI.md, .agents/rules/ Uses the shared rules/docs layout; .agent/rules/game-studio.md is a compatibility pointer.
Claude Code CLAUDE.md and .claude/ Preserved as a compatibility layer.

How To Use It With Each Agent System

The shared workflow is the same for every tool:

  1. Make sure the tool has loaded the correct instruction entrypoint.
  2. Start with /start if the tool supports slash commands or project skills.
  3. If it does not, ask the tool to read .agents/skills/start/SKILL.md and follow it.
  4. For any later workflow, treat /skill-name as shorthand for reading .agents/skills/skill-name/SKILL.md.
  5. Use .agents/docs/tool-compatibility.md to translate capability names such as Task, AskUserQuestion, WebSearch, Read, Glob, and Bash.

Codex

Codex should read AGENTS.md automatically in this repository.

Use it like this:

  1. Open the repository in Codex.
  2. Confirm Codex has read AGENTS.md.
  3. Ask: Run /start for this project or Follow .agents/skills/start/SKILL.md.
  4. For implementation work, ask Codex to use the relevant skill, for example: Follow .agents/skills/dev-story/SKILL.md for production/stories/<story>.md.
  5. When Codex delegates work, keep delegation scoped to independent tasks and disjoint file sets.

Codex-specific source of truth:

  • AGENTS.md
  • .agents/skills/
  • .agents/docs/tool-compatibility.md

GitHub Copilot

GitHub Copilot uses repository instructions and optional path-specific instructions.

Use it like this:

  1. Open the repository in VS Code or GitHub with GitHub Copilot enabled.
  2. GitHub Copilot should load .github/copilot-instructions.md.
  3. When editing design/, docs/, src/, or agent config files, GitHub Copilot also has matching .github/instructions/*.instructions.md files.
  4. Ask GitHub Copilot to follow the specific workflow file, for example: Use .agents/skills/design-system/SKILL.md to draft a GDD for movement.
  5. If GitHub Copilot cannot execute a slash command, keep the skill file open or referenced in the prompt.

GitHub Copilot-specific source of truth:

  • .github/copilot-instructions.md
  • .github/instructions/*.instructions.md
  • AGENTS.md

Gemini CLI

Gemini CLI is configured through .gemini/settings.json to load both AGENTS.md and GEMINI.md.

Use it like this:

  1. Open Gemini CLI from the repository root.
  2. Run /memory show to confirm AGENTS.md and GEMINI.md are loaded.
  3. If you edit instructions, run /memory refresh.
  4. Ask Gemini CLI to follow a skill file directly, for example: Read .agents/skills/project-stage-detect/SKILL.md and apply it to this repo.
  5. For subagent/team instructions, either perform the role locally or split the work into separate approved sessions.

Gemini CLI-specific source of truth:

  • GEMINI.md
  • .gemini/settings.json
  • AGENTS.md

Google Antigravity

Google Antigravity should use the shared AGENTS.md / GEMINI.md instructions and the workspace rule files.

Use it like this:

  1. Open the repository in Google Antigravity.
  2. Confirm the workspace instructions include AGENTS.md and GEMINI.md.
  3. Confirm rules are visible from .agents/rules/; .agent/rules/game-studio.md points back to the canonical shared rules for clients that inspect the older singular path.
  4. Use Agent Manager or the equivalent task workflow for skills that request Task or subagent delegation.
  5. If delegation is not available, read the referenced role file in .agents/agents/<role>.md and perform that role in the current thread.

Google Antigravity-specific source of truth:

  • AGENTS.md
  • GEMINI.md
  • .agents/rules/
  • .agent/rules/game-studio.md

Claude Code

Claude Code remains supported through the legacy-native compatibility layer.

Use it like this:

  1. Open Claude Code from the repository root.
  2. Claude Code reads CLAUDE.md, which points back to AGENTS.md.
  3. Native Claude slash commands and hooks continue to use .claude/skills/ and .claude/hooks/.
  4. For shared workflow changes, update .agents/ first, then mirror to .claude/ only when Claude compatibility requires it.

Claude-specific source of truth:

  • CLAUDE.md
  • .claude/
  • AGENTS.md

What's Included

Category Count Shared Location Purpose
Agents 49 .agents/agents/ Studio roles across design, programming, art, audio, narrative, QA, and production
Skills 76 .agents/skills/ Procedural workflows such as /start, /design-system, /dev-story, and /story-done
Rules 12 .agents/rules/ Path/domain constraints for gameplay, engine, UI, AI, networking, tests, and docs
Hooks 12 .agents/hooks/ Portable validation scripts; automatic wiring depends on the tool
Templates 47 .agents/docs/templates/ GDDs, ADRs, sprint plans, UX specs, test plans, release docs, and more

Claude Code-native copies remain in .claude/ so existing Claude workflows keep working while new shared changes can be made in .agents/ first.

See .agents/docs/tool-compatibility.md for how shared skill capability names map onto Codex, GitHub Copilot, Gemini CLI, Google Antigravity, and Claude Code.

Studio Hierarchy

Agents are organized like a real studio:

Tier 1 - Directors
  creative-director    technical-director    producer

Tier 2 - Department Leads
  game-designer        lead-programmer       art-director
  audio-director       narrative-director    qa-lead
  release-manager      localization-lead

Tier 3 - Specialists
  gameplay-programmer  engine-programmer     ai-programmer
  network-programmer   tools-programmer      ui-programmer
  systems-designer     level-designer        economy-designer
  technical-artist     sound-designer        writer
  world-builder        ux-designer           prototyper
  performance-analyst  devops-engineer       analytics-engineer
  security-engineer    qa-tester             accessibility-specialist
  live-ops-designer    community-manager

Engine specialist sets are included for Godot, Unity, and Unreal.

Optional YJackCore Framework

For Unity projects, an optional framework-aware agent path exists for YJackCore, a low-code, inspector-first Unity package for gameplay systems.

YJackCore is entirely optional. The generic Unity specialist path works for all Unity projects, and Godot and Unreal workflows do not depend on YJackCore. When YJackCore is detected (via Packages/manifest.json, .yjack-workspace.json, or technical preferences), agents route through YJackCore-specific guidance for:

  • Framework layer boundaries (GameLayer, LevelLayer, PlayerLayer/CoreLayer, ViewLayer, Shared)
  • Package integrity and assembly definition structure
  • Low-code authoring model preservation
  • ScriptableObject patterns and UnityEvent surfaces

See .agents/docs/yjackcore-support.md and .agents/docs/yjackcore-authority.md for the full framework-aware routing model.

Getting Started

  1. Install the AI coding tool you want to use.
  2. Open the repository in that tool.
  3. Confirm it has loaded the correct entrypoint from the table above.
  4. Read AGENTS.md first if the tool does not load it automatically.
  5. Start with /start if the tool supports skills or slash commands.
  6. If it does not, read .agents/skills/start/SKILL.md and follow the phases manually.

This template has no universal build or test command until a game engine is configured with /setup-engine.

Core Workflow

Common commands or procedural skill files:

  • /start - first-time onboarding
  • /brainstorm - game concept ideation
  • /setup-engine - engine/version configuration
  • /map-systems - system decomposition
  • /design-system - GDD authoring
  • /review-all-gdds - cross-GDD review
  • /create-architecture - master architecture document
  • /architecture-decision - ADR creation
  • /create-epics and /create-stories - production breakdown
  • /dev-story - story implementation
  • /story-done - acceptance review
  • /qa-plan, /smoke-check, /release-checklist - QA and release gates
  • /qa-evidence-assign, /qa-evidence-aggregate - multi-agent QA evidence workflow
  • /test-evidence-review - QA evidence quality review

When a tool does not expose slash commands, treat /skill-name as shorthand for reading .agents/skills/skill-name/SKILL.md.


Multi-Agent QA Evidence Workflow

The studio supports parallel QA execution through evidence tasks. This workflow enables qa-tester agents to execute test verification independently and aggregate results into sprint or milestone sign-off reports.

How It Works

  1. After Implementation: Stories are implemented and unit/integration tests are written
  2. Evidence Assignment: /qa-evidence-assign sprint generates QA evidence tasks for each story
  3. Parallel Execution: qa-tester agents execute evidence tasks independently (or use /team-qa)
  4. Evidence Review: /test-evidence-review sprint validates evidence quality before aggregation
  5. Aggregation: /qa-evidence-aggregate sprint-03 (or omit the argument to choose scope interactively) produces a sign-off report with BLOCKING/ADVISORY verdicts
  6. Gate Advancement: /gate-check consumes aggregated evidence to approve phase transitions

Evidence Task Types

Story Type Evidence Task Artifact Location Gate Level
Logic unit-test tests/unit/[system]/ BLOCKING
Integration integration-test tests/integration/[system]/ or playtest doc BLOCKING
Visual/Feel visual-evidence production/qa/evidence/ ADVISORY
UI ui-evidence production/qa/evidence/ ADVISORY
Config/Data smoke-check production/qa/smoke-*.md ADVISORY
Playtest playtest-session production/qa/playtests/ ADVISORY
Release release-check production/releases/ BLOCKING

Quick Start

# After sprint implementation is complete:
/qa-evidence-assign sprint         # Generate evidence tasks for all stories
/test-evidence-review sprint        # Review evidence quality (before aggregation)
/qa-evidence-aggregate sprint-03    # Produce QA sign-off report (or omit argument to choose scope interactively)

# Check sign-off verdict in production/qa/qa-signoff-[sprint]-[date].md
# Verdict: APPROVED / APPROVED WITH CONDITIONS / NOT APPROVED

Key Files

  • Schema: .agents/docs/qa-evidence-task-schema.md
  • Templates: .agents/docs/templates/qa-evidence-task.{yml,md}
  • Skills: .agents/skills/qa-evidence-assign/, .agents/skills/qa-evidence-aggregate/, .agents/skills/test-evidence-review/

Unverifiable Criteria

When acceptance criteria cannot be verified autonomously (subjective qualities, Unity Play Mode requirements, platform-specific behavior), they are flagged as "unverifiable" and surfaced to the owner dashboard. BLOCKING unverifiable criteria require explicit owner confirmation before story completion.

For Unity + YJackCore projects, manual validation requirements are documented in .agents/docs/templates/yjackcore-unity-manual-validation.md and included in evidence packets.


Project Structure

AGENTS.md                         # Cross-agent source of truth
GEMINI.md                         # Gemini/Antigravity adapter
CLAUDE.md                         # Claude Code adapter
.github/copilot-instructions.md   # GitHub Copilot adapter
.gemini/settings.json             # Gemini CLI context-file config
.agents/                          # Provider-neutral shared layer
  agents/                         # Studio role definitions
  skills/                         # Procedural skills
  rules/                          # Workspace/domain rules
  docs/                           # Templates, workflow catalog, references
  hooks/                          # Portable hook scripts
.claude/                          # Claude Code compatibility layer
.agent/rules/                     # Antigravity compatibility pointer
design/                           # GDDs, UX, narrative, level design
docs/                             # Architecture, ADRs, engine references
src/                              # Game source code once configured
production/                       # Sprints, milestones, release tracking

Scoped instructions also exist in design/AGENTS.md, docs/AGENTS.md, src/AGENTS.md, and CCGS Skill Testing Framework/AGENTS.md.

Validation

Validation is workflow-specific:

  • Skill changes: run or follow /skill-test.
  • Design docs: run or follow /design-review and /review-all-gdds.
  • Architecture docs: run or follow /architecture-review.
  • Game code: inspect .agents/docs/technical-preferences.md, check docs/engine-reference/, then run the configured engine-specific checks.
  • Hooks: Claude Code wires .claude/hooks/; other tools can run equivalent scripts from .agents/hooks/ manually.

Do not claim runtime, build, hook, or test validation unless it actually happened.

Owner-Directed Autonomy

The owner sets the level of agent autonomy in production/autonomy-config.md. Under all modes, the owner remains the creative director and final arbiter.

The studio operates in one of three modes:

Mode Agent autonomy
GUIDED (default) Every decision surfaced to the owner. Classic collaborative loop.
SUPERVISED LOW-risk actions (analysis, planning, status) execute automatically. MEDIUM and HIGH require owner approval.
AUTONOMOUS LOW and MEDIUM actions execute automatically. HIGH always requires owner approval.

Regardless of mode, the following always require explicit owner approval:

  • Starting a new game or brainstorm session
  • Advancing through any production phase gate
  • Writing game source files (src/)
  • Opening or merging a pull request
  • Creating a release
  • Modifying YJackCore package files

Full specification: .agents/docs/autonomy-modes.md

For the roadmap toward increased autonomous capabilities while maintaining owner direction and control, see: docs/AUTONOMOUS_GAME_STUDIO_ROADMAP.md

Design Philosophy

The template is grounded in professional game-development practices:

  • MDA Framework for mechanics/dynamics/aesthetics analysis
  • Self-Determination Theory for player motivation
  • Flow-state design for challenge/skill balance
  • Bartle player types for audience framing
  • Verification-driven development for implementation quality

Customization

Everything is intended to be customized:

  • Add or remove agents in .agents/agents/
  • Tune workflows in .agents/skills/
  • Add path/domain rules in .agents/rules/
  • Add project-specific templates in .agents/docs/templates/
  • Mirror changes into .claude/ only when Claude Code compatibility needs it

Upgrading

Historical upgrade notes are in UPGRADING.md. Some entries still refer to the original Claude Code layout because they document earlier releases.

License

MIT License. See LICENSE for details.

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