Install
$ agentstack add skill-furkantokkan-agent-foundry-game-studio-orchestration ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Game Studio Orchestration
This is the Codex port of the Claude Code Game Studios studio layer.
Use this skill when the task is larger than a single implementation change and needs studio-style coordination: design, architecture, production, QA, release, multi-discipline work, or role-based review.
Tracked-task mode
Treat a list of complete task IDs or exact task-contract paths as a request to run the canonical production orchestration without asking the user to restate the standing policy:
$game-studio-orchestration GAME-201 GAME-202 GAME-203
- Resolve the current repository, or one exact
--repo/--project, and then
resolve each ID only as production/tasks//contract.md. Require every selected contract to be ready; never guess by partial ID, timestamp, or similarly named epic/story.
- Load each contract's objective, allowed/forbidden paths, serialized assets,
risk, verification, handoff, commit constraints, and managed lifecycle block. Read legacy status.md only when the block is absent; never create or update it. Also load handoffs, ownership ledger, worktrees, and VCS state.
- Build a conflict graph before implementation. Disjoint writers may run in
parallel. When one exact active predecessor owns an overlapping writable path, assembly, serialized asset, or .meta, keep the successor QUEUED_AFTER_OWNER and run it sequentially after the predecessor's stable handoff; do not turn a schedulable collision into OWNERSHIP BLOCKED. Block only when no unique owner/order or safe handoff can be proven.
- Give independent tasks separate branches/worktrees and run them in parallel
up to safe available capacity. Do not create extra writers merely to consume capacity. A failed or blocked independent task does not stop unrelated tasks.
- Keep one sequential role chain under one lifecycle owner per task. A direct
initial lane requires no CycleContext, task state ready, Attempt count: 0, and a header-only empty defect ledger; $implement-task owns its implementer -> verifier handoff. On a clean independent pass, $implement-task records READY_TO_CLOSE and $task-done . On a same-task failure, it releases the direct lock and dispatches $task-cycle, which records/deduplicates each D-xxx row and defects/D-xxx.md record before optional bugfixer -> verifier work. Populated-ledger or resumed defect work starts with $task-cycle.
- Queue Editor-bound mutation and verification through one confirmed Unity
Editor connection. Parallel Editor operations require separately matched Editor instances rooted at their own worktrees. Code-only work may continue while the single Editor slot is occupied.
- Apply the canonical matching-Unity-CLI-first transport policy automatically.
Do not ask the user to repeat it and never perform one mutation through two transports.
- Default to implementation, contract-required verification, automatic safe
parallelism, isolated worktrees for parallel writers, and no commit or push. Never close a task automatically. A clean direct lane becomes close-ready with next action $task-done ; use $task-cycle only for active/resumed defects or a verifier failure, where it continues same-scope work automatically until a stop gate.
Automatic split dispatch
When task-cycle reports a distinct out-of-scope outcome and exactly one new contract is returned ready, accept both IDs automatically. Release the parent cycle lock, validate both contracts, then build the conflict graph and dispatch both lanes. Disjoint paths use separate worktrees/branches and run in parallel; each task keeps implementer -> verifier sequential. A single matched Unity Editor is a queue, so code-only work may continue while Editor-bound work waits. A proven path/serialized/dirty-worktree predecessor creates QUEUED_AFTER_OWNER, not PARALLEL BLOCKED; run the successor in the same worktree when it must inherit uncommitted predecessor changes. Return PARALLEL BLOCKED only for an ambiguous owner/order, unattributable dirty state, or a project/Editor collision with no safe queue. Same-task defects remain in the parent ledger and are never split.
Dependency queue and automatic wake-up
An authorized ready task never becomes draft merely because another live writer currently owns its paths. Register a FIFO dependency:
Queue state: WAITING_FOR_OWNER
Predecessor:
Successor:
Wake signal: provider completion event | lifecycle claim release
Keep the orchestration invocation alive. Prefer the provider-native agent/thread completion event when this orchestrator owns the predecessor; otherwise monitor the exact lifecycle claim read-only at intervals no longer than 30 seconds and publish a short heartbeat at least once per minute. After the predecessor reaches READY_TO_CLOSE, closed, or another explicit stable handoff and releases ownership, re-read both contracts, current diffs, fingerprints, risk gates, and Unity project identity. Then dispatch the successor automatically without asking for another continue.
If the predecessor exits without a safe handoff, keep the successor waiting and report the predecessor's real stop gate. Ask for stale recovery only when the recorded owner is proven absent and the lock protocol's stale conditions pass. If this provider cannot remain active or observe a wake signal, say that automatic wake-up is not armed and return WAITING_FOR_OWNER; never pretend a background scheduler exists.
Before scheduling any tracked lifecycle writer, load and follow ../task-cycle/references/lifecycle-lock.md. Resolve .. from the directory containing the loaded game-studio-orchestration/SKILL.md, never from the target repository working directory. Worktrees, branches, role ownership, and the Unity Editor queue never substitute for the shared Git-common-dir lock. Serialize each task ID to exactly one current lifecycle owner: direct $implement-task or $task-cycle. The direct owner holds its lock through implementer -> verifier and releases it before dispatching a verifier failure to $task-cycle. An active cycle holds its one parent lock through implementer -> verifier -> optional bugfixer -> verifier and passes its validated CycleContext lock token to nested work. Never bypass, steal, overwrite, or remove a lock. If the task is busy and its live owner/order is proven, return the non-terminal WAITING_FOR_OWNER scheduler state and wait/retry automatically; use BLOCKED: TASK_LIFECYCLE_BUSY only for an ambiguous or unrecoverable ownership condition. Different task IDs may still run in parallel when their normal ownership checks pass.
Same-task defects never receive a new task, branch, worktree, or standalone QA bug report. They remain in the original contract's managed defect ledger and linked child evidence records. A separate player-facing outcome may be routed to create-task only after task-cycle retains all separable same-task observations. No task becomes close-ready until every ledger row is fresh VERIFIED and every other required evidence channel passes.
Before writing, report the resolved contracts, ownership/conflict result, worktree plan, role chains, Editor queue, verification gates, and any approval needed. Then execute without file-by-file permission prompts inside approved low-risk scope.
Invocation-only overrides may select one exact repository, use plan-only mode, cap parallelism, force one agent, raise verification, or explicitly authorize a post-pass local commit. They may increase safety but may not widen a contract, weaken verification/ownership, override a contract prohibition, authorize push, or lower a risk gate. Commit remains none unless the current invocation says --commit after-pass and the contract permits it.
Codex Adaptation
- Claude custom agents are available here as role references, not as Codex
custom agents.
- Use parallel sub-agents only for concrete independent work with disjoint
ownership. Keep same-story implementer/verifier/bugfixer work sequential.
- Use
adaptive-skillsfirst when the right workflow is unclear. - Use the ported workflow skills for slash-command style jobs such as
start,
game-code-review, qa-plan, release-checklist, or team-combat. create-stories belongs only to repositories that explicitly retain the legacy epic/story pipeline; task-first repositories go from optional epic grouping directly to create-task.
- Follow repository-local
AGENTS.md,CLAUDE.md, path rules, and task-specific
instructions before these references.
- For Unity work, first load
references/rules/unity-architecture.md,
references/rules/unity-automation.md, and references/rules/unity-ownership.md. These are canonical; legacy multi-engine examples or package catalogs cannot override them.
Studio References
Load only the files needed for the task:
- Agent index:
references/agents-index.md - Agent write/ownership matrix:
references/agent-write-contracts.md - Hook index:
references/hooks-index.md - Rule index:
references/rules-index.md - Template index:
references/templates-index.md - Agent definitions:
references/agents/ - Hook definitions/scripts:
references/hooks/ - Path-scoped rules:
references/rules/ - Document templates:
references/templates/ - Unity three-agent workflow and local PDF-derived reference index:
optional local reference library (not included; skip if unavailable)
Operating Defaults
- Keep the user in control of product/design decisions.
- For code tasks, implement directly when the request is clear and local context
is enough.
- Low-risk work inside an approved story and allowed paths is autonomous.
Assemblies/public contracts need plan approval; serialized assets, packages, project settings, save formats, destructive operations, commits/pushes, and publishing need explicit approval.
- Parallel writers require independent stories, disjoint paths, and separate
worktrees. One serialized Unity asset has one writer; implementer, verifier, and bugfixer for one story hand off sequentially.
- For selected tracked tasks, apply the tracked-task defaults above. The user
normally supplies only the task IDs; do not require a repeated policy prompt.
- Return every verifier handoff to the invoking lifecycle owner with assigned
defect IDs, exact repros, latest evidence, and the reviewed revision. A direct initial clean pass returns to $implement-task; a failure is dispatched to $task-cycle only after the direct lock is released. Under CycleContext, return evidence to the parent cycle. Only $task-cycle writes defect-ledger rows or linked records before the bugfixer. A bugfixer may report FIXED_UNVERIFIED but never self-promotes a row to VERIFIED.
- Surface cross-discipline tradeoffs when design, code, QA, release, or content
requirements conflict.
- Preserve Clean Code, SOLID, dependency boundaries, clear English naming, and
focused tests for new or changed expected behavior.
- For Unity, Firebase, JavaScript, review, or design-specific work, combine this
skill with the relevant focused Codex skill.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: furkantokkan
- Source: furkantokkan/agent-foundry
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.