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Updated 1w ago

by MinhLN1234

Claude-Cowork-Game-Studio

I have just finished customizing a skill set for Claude, designed to enable solo game studio development. The core purpose of these skills is to fix the "vague brief → 60% quality output → endless back-and-forth" loop. The environment is built on Claude Projects (using "Claude Cowork")

  • Active — Updated in the last 14 days
Works with
  • Claude

69 GitHub stars (69)

+4 in 16 days

Stars gained per day · daily snapshots since Sep 30
Stars gained per day, Sep 30 to Oct 16: +4 in total; the busiest day was Oct 2 with +1 stars.Oct 1: 0 starsOct 2: +1 starsOct 3: 0 starsOct 4: 0 starsOct 5: +1 starsOct 6: 0 starsOct 7: 0 starsOct 8: 0 starsOct 9: +1 starsOct 10: +1 starsOct 11: 0 starsOct 12: 0 starsOct 13: 0 starsOct 14: 0 starsOct 15: 0 starsOct 16: 0 stars
Stars gained between daily snapshots
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  • 9 skills (9 skills found in its SKILL.md files)
  • 25 forks (25 forks)
  • 1w ago last update (Last updated 1w ago)

Install

Skills CLI

npx skills add MinhLN1234/Claude-Cowork-Game-Studio

Asks which skills and agents to install. Just one: npx skills add MinhLN1234/Claude-Cowork-Game-Studio --skill ccgs-consistency-check — add -g for every project.

Claude Code

git clone https://github.com/MinhLN1234/Claude-Cowork-Game-Studiocp -r "Claude-Cowork-Game-Studio/ccgs-consistency-check" ~/.claude/skills/

Copies the ccgs-consistency-check skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add MinhLN1234/Claude-Cowork-Game-Studio

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md.

  • ccgs-consistency-check

    Scan all GDDs against the entity registry to catch cross-document inconsistencies — same entity with different stats, same item with different values, same formula with different variables. Write-time drift safety net; run after each new GDD and before /create-architecture.

    ccgs-consistency-check/SKILL.md on GitHub (opens in a new tab)
  • ccgs-map-systems

    Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index. Run after /brainstorm and before /design-system when a concept exists but hasn't been broken into systems yet.

    ccgs-map-systems/SKILL.md on GitHub (opens in a new tab)
  • ccgs-propagate-design-change

    When a GDD is revised, scan all ADRs and the traceability index to find architectural decisions that are now potentially stale, produce a change-impact report, and guide the user through resolution. Run right after editing any GDD.

    ccgs-propagate-design-change/SKILL.md on GitHub (opens in a new tab)
  • ccgs-reverse-document

    Generate design or architecture documents from existing implementation — works backwards from code or prototypes to create a missing GDD section, ADR, or concept doc. Use for undocumented features or inherited code.

    ccgs-reverse-document/SKILL.md on GitHub (opens in a new tab)
  • ccgs-story-readiness

    Validate that a story file is implementation-ready before dev starts — checks embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and open design questions. Produces a READY / NEEDS WORK / BLOCKED verdict per story with a specific gap list.

    ccgs-story-readiness/SKILL.md on GitHub (opens in a new tab)
  • story-review-test-fix

    Verify that a finished story's implementation actually satisfies its acceptance criteria and GDD/epic spec, run or check its tests, and propose fixes for failures, without silently changing the spec to match the code. Use this as a deeper check alongside or before ccgs-story-done, such as when a story is marked ready for completion review, when tests are failing and need patching, or when the use…

    story-review-test-fix/SKILL.md on GitHub (opens in a new tab)
  • unity-bug-root-cause

    Trace a Unity gameplay bug back to its original trigger instead of patching the symptom — use for issues that surface deep in execution, like health/HP desync, a timer or cooldown firing at the wrong moment, state or camera transitions glitching, spawns activating on the wrong wave/frame, or any behavior that diverges from what a design doc or GDD says. Trigger whenever the user describes a bug w…

    unity-bug-root-cause/SKILL.md on GitHub (opens in a new tab)
  • unity-clean-architecture-review

    Review Unity C# code for Clean Architecture and SOLID compliance, with specific attention to the separation between MonoBehaviour/presentation, plain-C# domain logic, and Unity/infrastructure concerns. Use this whenever the user asks to review, audit, or sanity-check a script or system before merging it, asks "is this code clean?", flags tight coupling or untestable code, or wants a second opinio…

    unity-clean-architecture-review/SKILL.md on GitHub (opens in a new tab)
  • unity-tdd-workflow

    Write new Unity gameplay scripts test-first (red-green-refactor), structuring code so the core rule logic (health, timers/cooldowns, scoring, spawn timing) can be exercised in EditMode tests without a running scene. Use this whenever the user asks to implement a new gameplay feature, add a gameplay script, or says things like "viết feature mới", "implement story X", "add a system for Y" — especia…

    unity-tdd-workflow/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.