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.
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
/brainstormto/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.
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.
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.
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.
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:
- 📖 Repo Positioning — Why this exists, what it is/isn't, relationships to Loomlight Studio and YJackCore
- 📖 Public Messaging — Complete positioning and differentiation
- 🎯 Elevator Pitches — 10-second to 1-minute explanations
- 🌐 Website Copy — Hero sections, comparisons, FAQ
- 🚀 Launch Narrative — Story, strategy, community plan
- 🗺️ Reference Roadmap — Public reference architecture maintenance and evolution
Based on Donchitos/Claude-Code-Game-Studios with provider-neutral extensions.
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.
| 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. |
The shared workflow is the same for every tool:
- Make sure the tool has loaded the correct instruction entrypoint.
- Start with
/startif the tool supports slash commands or project skills. - If it does not, ask the tool to read
.agents/skills/start/SKILL.mdand follow it. - For any later workflow, treat
/skill-nameas shorthand for reading.agents/skills/skill-name/SKILL.md. - Use
.agents/docs/tool-compatibility.mdto translate capability names such asTask,AskUserQuestion,WebSearch,Read,Glob, andBash.
Codex should read AGENTS.md automatically in this repository.
Use it like this:
- Open the repository in Codex.
- Confirm Codex has read
AGENTS.md. - Ask:
Run /start for this projectorFollow .agents/skills/start/SKILL.md. - For implementation work, ask Codex to use the relevant skill, for example:
Follow .agents/skills/dev-story/SKILL.md for production/stories/<story>.md. - 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 uses repository instructions and optional path-specific instructions.
Use it like this:
- Open the repository in VS Code or GitHub with GitHub Copilot enabled.
- GitHub Copilot should load
.github/copilot-instructions.md. - When editing
design/,docs/,src/, or agent config files, GitHub Copilot also has matching.github/instructions/*.instructions.mdfiles. - Ask GitHub Copilot to follow the specific workflow file, for example:
Use .agents/skills/design-system/SKILL.md to draft a GDD for movement. - 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.mdAGENTS.md
Gemini CLI is configured through .gemini/settings.json to load both AGENTS.md
and GEMINI.md.
Use it like this:
- Open Gemini CLI from the repository root.
- Run
/memory showto confirmAGENTS.mdandGEMINI.mdare loaded. - If you edit instructions, run
/memory refresh. - 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. - 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.jsonAGENTS.md
Google Antigravity should use the shared AGENTS.md / GEMINI.md instructions and the
workspace rule files.
Use it like this:
- Open the repository in Google Antigravity.
- Confirm the workspace instructions include
AGENTS.mdandGEMINI.md. - Confirm rules are visible from
.agents/rules/;.agent/rules/game-studio.mdpoints back to the canonical shared rules for clients that inspect the older singular path. - Use Agent Manager or the equivalent task workflow for skills that request
Taskor subagent delegation. - If delegation is not available, read the referenced role file in
.agents/agents/<role>.mdand perform that role in the current thread.
Google Antigravity-specific source of truth:
AGENTS.mdGEMINI.md.agents/rules/.agent/rules/game-studio.md
Claude Code remains supported through the legacy-native compatibility layer.
Use it like this:
- Open Claude Code from the repository root.
- Claude Code reads
CLAUDE.md, which points back toAGENTS.md. - Native Claude slash commands and hooks continue to use
.claude/skills/and.claude/hooks/. - 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
| 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.
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.
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.
- Install the AI coding tool you want to use.
- Open the repository in that tool.
- Confirm it has loaded the correct entrypoint from the table above.
- Read
AGENTS.mdfirst if the tool does not load it automatically. - Start with
/startif the tool supports skills or slash commands. - If it does not, read
.agents/skills/start/SKILL.mdand follow the phases manually.
This template has no universal build or test command until a game engine is
configured with /setup-engine.
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-epicsand/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.
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.
- After Implementation: Stories are implemented and unit/integration tests are written
- Evidence Assignment:
/qa-evidence-assign sprintgenerates QA evidence tasks for each story - Parallel Execution: qa-tester agents execute evidence tasks independently (or use
/team-qa) - Evidence Review:
/test-evidence-review sprintvalidates evidence quality before aggregation - Aggregation:
/qa-evidence-aggregate sprint-03(or omit the argument to choose scope interactively) produces a sign-off report with BLOCKING/ADVISORY verdicts - Gate Advancement:
/gate-checkconsumes aggregated evidence to approve phase transitions
| 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 |
# 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- 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/
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.
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 is workflow-specific:
- Skill changes: run or follow
/skill-test. - Design docs: run or follow
/design-reviewand/review-all-gdds. - Architecture docs: run or follow
/architecture-review. - Game code: inspect
.agents/docs/technical-preferences.md, checkdocs/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.
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
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
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
Historical upgrade notes are in UPGRADING.md. Some entries still refer to the
original Claude Code layout because they document earlier releases.
MIT License. See LICENSE for details.