By tykisgod
Orchestrate a complete game development lifecycle for Unity, Godot, Unreal, and S&box — from decomposing high-level visions into executable epics, through iterative design and code reviews (Claude, Codex CLI), to automated compilation, test execution, and structured PR packaging with architecture diagrams and commit timelines.
Author Unity EditMode, PlayMode, or regression tests for the current change without conflating that with test execution.
Quick Unity best-practice check — run after editing C# files to catch anti-patterns, performance issues, and runtime safety problems.
Decompose a high-level game vision (pillars + rules + references) into executable epics, then orchestrate the full qq pipeline for each. Use when starting a new project, bootstrapping a prototype from a pitch, or breaking a large initiative into parallel workstreams.
Compare the current branch against develop and generate two review documents: architecture change diagram + PR review checklist.
Summarize all changes Claude Code made during this conversation.
Executes bash commands
Hook triggers when Bash tool is used
Modifies files
Hook triggers on file write and edit operations
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The control plane for game-dev agents.
Close the loop — compile, test, review, and ship — across Unity, Godot, Unreal, and S&box.
Claude Code-first.
Open to any agent via HTTP and MCP.
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Unity |
Godot |
Unreal |
S&box |
✅ Verified path: Claude Code + Unity 2021.3+ on macOS or Windows. Daily-driven, end-to-end battle-tested. This is the recommended setup if you want everything in this README to "just work".
🧪 Experimental — contributions welcome: Godot, Unreal, and S&box adapters ship as scaffolds. The bridge code, command surface, and CI smoke tests are in place, but no one has yet shipped a real game using any non-Unity adapter — they have not been validated in actual development use. Same caveat for non-Claude hosts (Codex CLI, Cursor, Continue, other MCP hosts): the runtime is agent-agnostic by design, but the verified loop is Claude Code-only. If you're building with one of these, your bug reports and PRs are how the adapter graduates to "verified" — see CONTRIBUTING.md.
AI agents can write code. They cannot, by default, tell you whether the code compiles, the tests pass, the behavior is right, or whether they just produced 500 lines of plausible-looking nonsense. In a game project — where "running" means the editor opens, the scene loads, and frame N+1 looks like you wanted — that gap is the entire problem.
quick-question is the runtime layer that closes it. Four work modes — prototype, feature, fix, hardening — are first-class state, not flavor text. A prototype keeps the compile green and stays playable; a hardening pass forces tests, review, and document/code consistency before shipping. The artifact-driven controller (/qq:go) reads .qq/state/*.json and your work_mode, then recommends the concrete next skill — instead of guessing from chat history.
The runtime is engine-symmetric and agent-agnostic. tykit gives Unity the deepest integration (an in-process HTTP server, millisecond response). Godot, Unreal, and S&box are at runtime parity through Python bridges. Claude Code gets 26 skills, auto-compile hooks, and review gates. Codex, Cursor, Continue, and any MCP-compatible host get the same underlying runtime through HTTP and MCP. Structured state in .qq/ is plain JSON on disk — readable by any agent, across sessions.
The methodology is grounded in the document-first approach described in AI Coding in Practice: An Indie Developer's Document-First Approach.
Edit .cs/.gd/.cpp file
→ Hook auto-compiles via qq-compile.sh
→ Result + error context written to .qq/state/
→ /qq:go reads state, recommends next skill
→ Skill runs, writes new state
→ Loop
Four layers cooperate:
npx claudepluginhub tykisgod/quick-questionComprehensive skill pack with 66 specialized skills for full-stack developers: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 10 backend frameworks, 6 frontend/mobile, plus infrastructure, DevOps, security, and testing. Features progressive disclosure architecture for 50% faster loading.
Harness-native ECC operator layer - 67 agents, 271 skills, 92 legacy command shims, reusable hooks, rules, selective install profiles, and production-ready workflows for Claude Code, Codex, OpenCode, Cursor, and related agent harnesses
Develop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Comprehensive feature development workflow with specialized agents for codebase exploration, architecture design, and quality review
Core skills library for Claude Code: TDD, debugging, collaboration patterns, and proven techniques
Tools to maintain and improve CLAUDE.md files - audit quality, capture session learnings, and keep project memory current.