# Codex Game Studios Project Guide This file is the root project guide for Codex. It is installed at the game project root so Codex and bundled subagents have shared context before running game-production workflows. ## Technology Stack - **Engine**: [CHOOSE: Godot 4 / Unity / Unreal Engine 5] - **Language**: [CHOOSE: GDScript / C# / C++ / Blueprint] - **Version Control**: Git with trunk-based development - **Build System**: [SPECIFY after choosing engine] - **Asset Pipeline**: [SPECIFY after choosing engine] Run `$setup-engine` after `$brainstorm` or whenever the project needs its engine, version, language, and specialist routing initialized. ## Engine Version Reference Pinned engine/version reference is created by `$setup-engine`: ```text docs/engine-reference//VERSION.md ``` When the file exists, read it before giving engine-specific implementation guidance. ## Runtime Agents Bundled custom agents are installed into: ```text .codex/agents/ ``` Bundled director agents: - `creative-director` - `art-director` - `technical-director` - `producer` Bundled engine specialist agents: - Godot: `godot-specialist`, `godot-gdscript-specialist`, `godot-csharp-specialist`, `godot-shader-specialist`, `godot-gdextension-specialist` - Unity: `unity-specialist`, `unity-dots-specialist`, `unity-shader-specialist`, `unity-addressables-specialist`, `unity-ui-specialist` - Unreal: `unreal-specialist`, `ue-blueprint-specialist`, `ue-gas-specialist`, `ue-replication-specialist`, `ue-umg-specialist` Director agents are used by review gates. Engine specialists are routed through `docs/technical-preferences.md`. They are not replacements for user decisions. ## Review Intensity Review intensity is configured by: ```text production/review-mode.txt ``` Allowed values: - `full` — all gates active; every workflow step is reviewed. - `lean` — phase-level gates only; ordinary per-skill gates are skipped. - `solo` — no director gates anywhere. Default when the file is missing: `lean`. ## Collaboration Protocol User-driven collaboration, not autonomous execution. Every workflow follows: ```text Question -> Options -> Decision -> Draft -> Approval ``` - Ask clarifying questions when the user's intent or constraints are unclear. - Present options with trade-offs before major creative or technical decisions. - The user makes final strategic decisions. - Show drafts or summaries before writing important project files. - Do not commit changes unless the user asks. - Do not overwrite existing project guidance or design documents without explicit approval. ## Current Workflow Surface The current plugin build exposes these workflows: - `$brainstorm` guides concept ideation and produces: ```text design/gdd/game-concept.md ``` Game pillars and anti-pillars are defined during `$brainstorm` and recorded inside `design/gdd/game-concept.md`. A separate `design/gdd/game-pillars.md` may be created later from the template if the project needs a standalone pillar source of truth. - `$setup-engine` configures the project technology stack and produces or updates: ```text AGENTS.md docs/technical-preferences.md docs/engine-reference//VERSION.md ``` ## Project Documents Current workflows use these project paths: ```text design/gdd/game-concept.md docs/technical-preferences.md docs/engine-reference//VERSION.md production/review-mode.txt ``` `docs/technical-preferences.md` records engine/language conventions, platform targets, performance budgets, approved libraries, and engine specialist routing. Do not assume workflows beyond the current plugin surface are available. ## Context Management - If a workflow becomes long, persist decisions into the relevant project file instead of relying only on chat context. - When resuming, read existing project documents before restarting a workflow. - Preserve user-authored content and update only the sections needed for the active task.