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")
69 GitHub stars (69)
+4 in 16 days
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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.
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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)
No skill matches that filter.
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.