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Kaynexis Agentic Game Studio

Plan. Route. Research. Validate. Ship.

A Codex-first multi-engine studio operating system for turning fuzzy game ideas into durable, engine-aware, testable work. The current Godot slice is a reference proof, not the main product. The main product is the system that helps a human operator and Codex keep working from repo truth instead of fragile chat memory across Godot, Unity, and Unreal.

codex-first multi-engine game-development godot unity ue5 starter-kits checklists research ci-cd developer-tooling

Supported engine families: Godot 4, Unity 6, Unreal 5 Root runtime reference today: Godot 4

Fastest front door: make start or python3 scripts/start_game_studio.py.

Studio map

If you only read one overview page, use docs/reference/studio-map.md. It is the compact, professional front door for the repo and it points to the right lane without repeating the whole tree.

Core packs

Pack Purpose Start here
operating model controller, role matrix, hierarchy, validation, review trails docs/reference/agent-system.md, docs/reference/mastermind-guide.md, docs/reference/agent-portfolio.md, docs/reference/agent-hierarchy.md
work packets execution packets, prompt history, transcripts, proof paths docs/reference/agent-execution.md, docs/reference/prompt-journal.md, docs/reference/agent-transcript.md, docs/reference/agent-validation-matrix.md
engine and systems engine choice, object ownership, engine atlas, system atlas docs/reference/engine-map.md, docs/reference/engine-atlas.md, docs/reference/system-atlas.md, docs/reference/engine-fit.md, docs/reference/engine-eval.md
gameplay and genre genre presets, genre plans, examples, theory, architecture docs/reference/genre-presets.md, docs/reference/genre-plan.md, docs/research/game-development/genre/genre-guide.md, docs/research/game-development/genre/genre-maturity.md, docs/reference/theory-guide.md, docs/reference/architecture-guide.md
production and release versioning, CI/CD, platform fit, Steam, sector, marketing, hardening docs/reference/ci-cd.md, docs/reference/version-guide.md, docs/reference/platform-guide.md, docs/reference/release-hardening-guide.md, docs/reference/steam-intel.md, docs/reference/sector-intel.md, docs/reference/marketing-guide.md, docs/reference/marketing-intel.md
scale and customization custom packs, custom architecture, extensions, libraries, assets, benchmarks, quality, perf, GPU docs/reference/custom-packs.md, docs/reference/custom-architecture.md, docs/reference/extensions-guide.md, docs/reference/library-guide.md, docs/reference/asset-guide.md, docs/reference/benchmark-guide.md, docs/reference/quality-guide.md, docs/reference/perf-guide.md, docs/reference/gpu-guide.md

Engine families

Engine What it means here Start here
Godot 4 reference slice and smoke/export helpers docs/research/game-development/engines/README.md, docs/reference/godot-atlas.md
Unity 6 starter-kit-first support with editor/runtime separation docs/research/game-development/engines/README.md, docs/reference/unity-atlas.md
Unreal 5 starter-kit-first support with gameplay framework and packaging docs/research/game-development/engines/README.md, docs/reference/unreal-atlas.md

What this repo is

  • a studio operating system for Codex-centered game development
  • a planning and execution layer that survives across sessions
  • a multi-engine starter-kit and validation platform
  • a checklist and research system for gameplay, tools, pipeline, and production work
  • a genre-aware support layer that can steer the major game families without collapsing everything into one default combat recipe

What this repo is not

  • not a finished commercial game
  • not a full replacement for real engine editors
  • not a fake "supports every engine" README with no adapter contract behind it
  • not a one-off prompt pack that only works if someone remembers the thread history
  • not a Godot-only template pretending to be multi-engine

Genre and support families

The repo includes dedicated notes for auto-battler, grand-strategy, stealth, city-builder, life-sim, hero-shooter, soulslike, co-op-survival, cozy-sim, extraction-lite, narrative-adventure, platformer, puzzle, tactical-rpg, sandbox-survival, tower-defense, 4X, rhythm-action, management-sim, and immersive-sim.

Execution glue

  • handoff contracts, traceability, prompt journals, transcripts, and execution packets keep planning and shipping tied together
  • the examples index groups those packs so the same naming and routing contract stays visible
  • doc-sync, validation, and eval plans keep the repo truthful when the structure shifts

What this repo is

  • a studio operating system for Codex-centered game development
  • a planning and execution layer that survives across sessions
  • a multi-engine starter-kit and validation platform
  • a checklist and research system for gameplay, tools, pipeline, and production work
  • a genre-aware support layer that can steer action, strategy, simulation, stealth, life-sim, hero-shooter, auto-battler, and soulslike projects without collapsing everything into one default combat recipe

What this repo is not

  • not a finished commercial game
  • not a full replacement for real engine editors
  • not a fake "supports every engine" README with no adapter contract behind it
  • not a one-off prompt pack that only works if someone remembers the thread history
  • not a Godot-only template pretending to be multi-engine

New support families

These genre families now have dedicated preset, contrast-set, and architecture notes:

  • auto-battler for drafting economy, small-board placement, and round resolution
  • grand-strategy for realm planning, diplomacy, and campaign-scale persistence
  • stealth for patrol readability, suspicion states, and objective routing
  • city-builder for zoning, transport bottlenecks, and simulation legibility
  • life-sim for routine, identity, relationships, and long-horizon attachment
  • hero-shooter for role kits, objective play, and teamfight readability
  • soulslike for telegraph reading, stamina commitment, and recovery mastery

Each family points at a different first-risk profile, so the repo can stop offering the same opening advice for every idea.

At a glance

  • studio.toml holds project identity, engine selection, platforms, genre, checklist config, research policy, and tool paths
  • scripts/codex_studio.py is the wizard-first entry point
  • studio/starter-kits/ contains engine adapters and scaffolds
  • studio/checklists/ contains mergeable checklist layers
  • studio/docs/active/ contains the living project state
  • docs/research/game-development/ contains durable research notes
  • .codex/agents/ and .agents/skills/ define Codex behavior
  • .github/workflows/ and Makefile define CI/CD and local equivalents

Which command should I run?

Use this table when you do not want to think about the internal architecture first.

If you want the shortest setup path, run make start or python3 scripts/start_game_studio.py, then open docs/setup/quick-access.md for the fastest access bundle.

If you want to... Run this Why
set up or reset the project baseline make start shortest front door for the guided setup flow
decide what to work on next python3 scripts/codex_studio.py next "your task" routes the task to the right skills, agents, docs, and research
see what must be true before calling the task done python3 scripts/codex_studio.py checklist --task "your task" merges base, engine, discipline, milestone, and custom checklist layers
create a durable research note before architecture work python3 scripts/codex_studio.py research --category systems --title "your note" keeps reasoning in the repo instead of chat history
inspect engine support or kit contracts python3 scripts/codex_studio.py engine --list --json shows which engine families the system recognizes
compare Codex models or ChatGPT plan tiers python3 scripts/codex_studio.py next "Choose the right Codex model and ChatGPT plan tier" routes model-fit questions to the model guide and OpenAI/Codex research
run a full repo health pass python3 scripts/codex_studio.py doctor checks repo, docs, kits, adapters, CI, and configured engine state
validate docs, tests, evals, and workflows together make ci-local runs the local CI-equivalent stack

Who this homepage is for

If you are... Start here Then do this
a solo developer choosing an engine docs/reference/engine-selection-guide.md run python3 scripts/codex_studio.py init
a gameplay programmer implementing a mechanic docs/research/game-development/engines/*-2d-3d-class-and-mechanic-guide.md run next, then checklist for the same task
a systems designer shaping combat, save, or progression docs/research/game-development/systems/README.md scaffold research first, then route the design task
a tools or pipeline owner docs/research/game-development/production/ run doctor, validate_workflows.py, and make ci-local
a new contributor or collaborator docs/setup/first-hour-walkthrough.md read active docs, then run doctor and engine --list
a person setting up engine binaries or editor paths docs/setup/engine-installation.md install or point the repo at the right local engine path
a person bootstrapping the agent stack docs/setup/agent-setup.md install Codex CLI, verify agent metadata, and keep single-specialist mode visible
a maintainer preparing GitHub or release flows docs/setup/github-setup.md and docs/reference/ci-cd.md run the local CI and review the artifact report

Example starter bundles

If you want to move fast without losing the repo's validation discipline, use one of these bundles as your starting point.

First combat room bundle

Use this when the next task is a playable combat slice.

  1. Read docs/research/game-development/engines/*-class-editor-object-map.md
  2. Read docs/research/game-development/systems/combat.md
  3. Route the task with python3 scripts/codex_studio.py next "Build the first combat room"
  4. Render the checklist with python3 scripts/codex_studio.py checklist --task "Build the first combat room"
  5. Write or update studio/docs/active/combat-feature.md
  6. Validate with the narrowest relevant smoke or test command before expanding scope

Inventory and UI bundle

Use this when the next task changes loadout, items, menus, or screen flow.

  1. Read docs/research/game-development/systems/inventory.md
  2. Read docs/research/game-development/systems/ui.md
  3. Route the task with python3 scripts/codex_studio.py next "Design the inventory and HUD flow"
  4. Check the engine-specific checklist for input, UI layering, and save boundaries
  5. Validate that the new UI projects real runtime state instead of inventing its own truth

Narrative world graph bundle

Use this when the task changes lorebook, canon, relationships, or history state.

  1. Read docs/reference/lorebook-methodology.md
  2. Read docs/reference/world-graph-methodology.md
  3. Read the matching narrative architecture note in docs/research/game-development/narrative/
  4. Route the task with python3 scripts/codex_studio.py next "Extend the world graph for a new faction"
  5. Keep authored prose, unlock logic, and persistence ownership separate

Unity or Unreal starter bundle

Use this when the project is not Godot-first.

  1. Read docs/reference/engine-selection-guide.md
  2. Read the matching engine class/mechanic guide
  3. Use python3 scripts/codex_studio.py init --engine unity-6 or --engine unreal-5
  4. Open the matching starter-kit README under studio/starter-kits/
  5. Validate the contract smoke before claiming the engine path is healthy

Start from the right reference

If your next task sounds like one of these, start with the matching reference pack before you implement anything:

If you are about to work on... Read this first
choosing between Godot, Unity, and Unreal docs/reference/engine-selection-guide.md
player movement, combat verbs, sensing, collisions, cameras, animation ownership docs/research/game-development/engines/*-2d-3d-class-and-mechanic-guide.md
runtime vs data vs editor ownership docs/research/game-development/engines/*-class-editor-object-map.md
visuals, animation, sprites, particles, and UI presentation ownership docs/research/game-development/engines/*-visuals-animation-playbook.md
concrete engine examples and cross-engine comparison docs/reference/engine-examples.md
deeper class-family ownership lookup docs/reference/engine-atlas.md
engine-specific class deep dives docs/reference/godot-atlas.md, docs/reference/unity-atlas.md, docs/reference/unreal-atlas.md
fast system ownership lookup docs/reference/system-atlas.md
AI architecture, A*, behavior trees, GOAP, or hierarchical planning tradeoffs docs/research/game-development/foundations/ai.md
flow, motivation, engagement, player psychology, or why a loop should work docs/research/game-development/foundations/frameworks.md
game feel, readability, usability, accessibility, or feedback quality docs/research/game-development/foundations/ux.md
difficulty tuning, adaptation, pacing, or DDA docs/research/game-development/foundations/balance.md
pathfinding, pooling, damage/contact, high-entity-count gameplay docs/research/game-development/engines/*-2d-3d-navigation-damage-performance.md and docs/research/game-development/systems/navigation.md
inventory, equipment, loot, quick bars, or loadouts docs/research/game-development/systems/inventory.md and docs/research/game-development/systems/save.md
crafting, recipes, gathering loops, stations, or production resource flow docs/research/game-development/systems/crafting.md and docs/research/game-development/systems/inventory.md
player avatar, locomotion, ability ownership, or character state docs/research/game-development/systems/character.md
enemy roles, patrols, aggro, perception, encounter behavior, or boss design docs/research/game-development/systems/enemy.md and docs/research/game-development/systems/navigation.md
dialogue, branching conversations, quest stages, or narrative consequence state docs/research/game-development/systems/dialogue.md and docs/research/game-development/systems/save.md
companions, recruitable allies, follower AI, squads, or party-slot rules docs/research/game-development/systems/party.md and docs/research/game-development/systems/enemy.md
input, keyboard/gamepad parity, remapping, pause flow, or camera behavior docs/research/game-development/systems/input.md
HUDs, menus, settings, onboarding, or upgrade screens docs/research/game-development/systems/ui.md
abilities, perks, skill trees, cooldowns, upgrades, or build variety docs/research/game-development/systems/skills.md
prompts, pickups, chests, levers, or interactable world objects docs/research/game-development/systems/interactions.md
combat readability, damage flow, status effects, tuning boundaries docs/research/game-development/systems/combat.md
state machines, update order, run loop structure, pausing, phase ownership docs/research/game-development/systems/loop.md
save/load, checkpoints, migrations, meta progression, runtime vs persistent state docs/research/game-development/systems/save.md
scoping a genre, comparing inspirations, spotting common failure modes docs/research/game-development/genre/genre-patterns.md and docs/research/game-development/genre/genre-examples.md
choosing a new genre family docs/reference/genre-presets.md then the matching docs/research/game-development/genre/*-architecture.md note
turning that genre into a concrete first slice docs/research/game-development/genre/genre-guide.md
needing a concrete example slice for Godot, Unity, or Unreal docs/reference/engine-examples.md
content pipeline, release confidence, CI/CD expectations docs/research/game-development/production/content-pipeline.md, docs/research/game-development/production/release-validation.md, and docs/reference/ci-cd.md
platform deltas across PC, web, mobile, and console docs/research/game-development/production/platform.md
live incident, hotfix, and rollback decisions docs/research/game-development/production/incident.md
handoff quality, traceability, and doc refresh discipline docs/reference/handoff-contracts.md, docs/reference/feature-traceability.md, and docs/reference/doc-sync-audit.md
daily operator flow, handoff, or task phrasing docs/reference/workflow-recipes.md and docs/reference/task-prompt-examples.md

Typical flow

flowchart LR
  idea["Task or game idea"] --> route["codex_studio next"]
route --> docs["Active docs"]
route --> checklists["Checklist layers"]
route --> research["Research refs"]
route --> kits["Starter kits"]
docs --> validate["Doctor, evals, CI"]
  checklists --> validate
  research --> validate
  kits --> validate
  validate --> output["Implementation, build, release, or next iteration"]
Loading

Fastest start

Wizard mode:

python3 scripts/codex_studio.py init

Then do this immediately:

python3 scripts/codex_studio.py doctor
python3 scripts/codex_studio.py engine --list --json
python3 scripts/codex_studio.py next "Describe the next credible task for this project"
python3 scripts/codex_studio.py checklist --task "Describe the next credible task for this project"

Direct setup examples:

# Godot action prototype
python3 scripts/codex_studio.py init \
  --project-name "Signal Forge" \
  --engine godot-4 \
  --platform pc-premium \
  --genre action-roguelite \
  --yes

# Unity tactics prototype
python3 scripts/codex_studio.py init \
  --project-name "Grid Breakers" \
  --engine unity-6 \
  --platform pc-premium \
  --genre tactical-rpg \
  --yes

# City-builder planning prototype
python3 scripts/codex_studio.py init \
  --project-name "Transit Bloom" \
  --engine unreal-5 \
  --platform pc-premium \
  --genre city-builder \
  --yes

# Stealth infiltration prototype
python3 scripts/codex_studio.py init \
  --project-name "Silent Route" \
  --engine godot-4 \
  --platform pc-premium \
  --genre stealth \
  --yes

# Auto-battler prototype
python3 scripts/codex_studio.py init \
  --project-name "Board Circuit" \
  --engine unity-6 \
  --platform pc-premium \
  --genre auto-battler \
  --yes

# Unreal co-op survival baseline
python3 scripts/codex_studio.py init \
  --project-name "Drift Colony" \
  --engine unreal-5 \
  --platform console-premium \
  --genre co-op-survival \
  --yes

# Unity deckbuilder roguelike baseline
python3 scripts/codex_studio.py init \
  --project-name "Ash Deck" \
  --engine unity-6 \
  --platform pc-premium \
  --genre deckbuilder-roguelike \
  --yes

# Unreal metroidvania baseline
python3 scripts/codex_studio.py init \
  --project-name "Vein Map" \
  --engine unreal-5 \
  --platform console-premium \
  --genre metroidvania \
  --yes

# Godot survivorlike baseline
python3 scripts/codex_studio.py init \
  --project-name "Night Orbit" \
  --engine godot-4 \
  --platform pc-premium \
  --genre survivorlike \
  --yes

After choosing an engine, immediately read the engine pack:

sed -n '1,80p' docs/research/game-development/engines/README.md
sed -n '1,120p' docs/research/game-development/engines/godot-classes.md
sed -n '1,120p' docs/research/game-development/engines/unity-classes.md
sed -n '1,120p' docs/research/game-development/engines/unreal-classes.md

If the task is more architectural than engine-specific, open the systems pack too:

sed -n '1,120p' docs/research/game-development/systems/loop.md
sed -n '1,120p' docs/research/game-development/systems/combat.md
sed -n '1,120p' docs/research/game-development/systems/navigation.md
sed -n '1,120p' docs/research/game-development/systems/save.md

What a normal session looks like

Most sessions should look something like this:

  1. open studio/docs/active/current-sprint.md
  2. route one concrete task with next
  3. resolve the checklist for that exact task
  4. open the referenced research notes before coding or editing docs
  5. make the smallest durable change that moves the project forward
  6. run the narrowest meaningful validation loop
  7. end with doctor or make ci-local if the change touched shared repo surfaces

The system works best when one task has:

  • one clear player or operator outcome
  • one engine or platform context
  • one main constraint
  • one validation goal

Good examples:

  • Implement a readable dodge cancel window for the first Godot combat room
  • Design a Unity-friendly save-state ownership model for mission progress
  • Prepare the first Unreal Win64 packaging path and document the constraints
  • Add a pooled enemy projectile runtime path for Unity without breaking readability
  • Define what persists after a failed run versus what resets
  • Design controller remapping and pause-menu navigation without breaking gameplay input
  • Separate authored skill definitions, current-run upgrades, and durable meta unlocks
  • Design pickup prompts, interaction validation, and loot persistence for reward chests

Weak examples:

  • work on combat
  • fix engine stuff
  • make the UI better
  • do optimization
  • add skills
  • do inventory
  • improve controls

Real command examples

These examples are deliberately concrete so you can copy the sequence, swap the task text, and keep the validation order intact.

The minimum useful loop

python3 scripts/codex_studio.py next \
  "Add a second enemy type that pressures movement instead of burst damage"
python3 scripts/codex_studio.py checklist \
  --task "Add a second enemy type that pressures movement instead of burst damage"
python3 scripts/run_local_evals.py --json

Route the next task

python3 scripts/codex_studio.py next \
  "Implement a performant 2D enemy pathfinding pass for Unity" \
  --json

Example output excerpt:

{
  "route": "combat / gameplay",
  "skills": ["combat-loop", "mechanic-design", "gameplay-slice"],
  "agents": ["combat_designer", "gameplay_programmer", "qa_tester"],
  "engine_kit": {
    "id": "unity-6",
    "engine": "unity",
    "version_family": "6000.x"
  },
  "research_refs": [
    "docs/research/game-development/engines/unity-map.md",
    "docs/research/game-development/engines/unity-classes.md",
    "docs/research/game-development/engines/unity-performance.md",
    "docs/research/game-development/systems/navigation.md"
  ]
}

Render a merged checklist

python3 scripts/codex_studio.py checklist \
  --task "Ship the first Godot combat room" \
  --json

Example output excerpt:

{
  "engine": "godot-4",
  "disciplines": ["gameplay"],
  "items": [
    {
      "id": "godot-static-smoke",
      "title": "Static smoke covers scene nodes, scripts, and export presets",
      "validation": "Run python3 scripts/godot_smoke.py --static-only"
    },
    {
      "id": "gameplay-readability",
      "title": "Core action remains readable before adding depth",
      "validation": "Document the teach/read/react loop in the active feature doc"
    }
  ]
}

Scaffold a research note

python3 scripts/codex_studio.py research \
  --category systems \
  --title "Combat readability baseline"

That creates a dated note from the shared research template and keeps the result inside the repo instead of burying it in chat history.

Inspect engine support

python3 scripts/codex_studio.py engine --list --json

Example output excerpt:

[
  {
    "id": "godot-4",
    "engine": "godot",
    "version_family": "4.x"
  },
  {
    "id": "unity-6",
    "engine": "unity",
    "version_family": "6000.x"
  },
  {
    "id": "unreal-5",
    "engine": "unreal",
    "version_family": "5.x"
  }
]

Example sessions by engine

Each session below shows the shortest practical path from idea to validation for that engine family.

Godot gameplay slice

python3 scripts/codex_studio.py init --engine godot-4 --genre action-roguelite --yes
python3 scripts/codex_studio.py next \
  "Implement a short parry window with clear failure feedback for the tutorial encounter"
python3 scripts/codex_studio.py checklist \
  --task "Implement a short parry window with clear failure feedback for the tutorial encounter"
python3 scripts/godot_smoke.py --static-only
python3 -m pytest -q tests/test_godot_surface.py

Unity mechanic and performance pass

python3 scripts/codex_studio.py init --engine unity-6 --genre tactical-rpg --yes
python3 scripts/codex_studio.py next \
  "Design a performant 2D enemy pathfinding setup for Unity rooms with blockers"
python3 scripts/codex_studio.py checklist \
  --task "Design a performant 2D enemy pathfinding setup for Unity rooms with blockers"
python3 scripts/unity_adapter.py test \
  --project-path studio/starter-kits/unity-6/scaffold \
  --dry-run --json

If a local Unity editor is not auto-detected, append --unity-path tools/engine-stubs/unity/Unity for contract smoke only.

Unreal packaging and release prep

python3 scripts/codex_studio.py init --engine unreal-5 --genre co-op-survival --yes
python3 scripts/codex_studio.py next \
  "Prepare the first Unreal package flow for a Win64 demo build"
python3 scripts/codex_studio.py checklist \
  --task "Prepare the first Unreal package flow for a Win64 demo build"
python3 scripts/unreal_adapter.py package \
  --project-path studio/starter-kits/unreal-5/scaffold \
  --uat-path tools/engine-stubs/unreal/RunUAT.sh \
  --platform Win64 \
  --dry-run --json

Cross-engine research before a big decision

python3 scripts/codex_studio.py research \
  --category systems \
  --title "Projectile ownership and scale path"
python3 scripts/codex_studio.py next \
  "Choose between pooled objects and higher-scale entity representation for projectile-heavy combat"
python3 scripts/codex_studio.py checklist \
  --task "Choose between pooled objects and higher-scale entity representation for projectile-heavy combat"

Controls and UI architecture pass

python3 scripts/codex_studio.py next \
  "Design controller remapping, pause flow, and HUD navigation for keyboard and gamepad parity"
python3 scripts/codex_studio.py checklist \
  --task "Design controller remapping, pause flow, and HUD navigation for keyboard and gamepad parity"

Ability and progression architecture pass

python3 scripts/codex_studio.py next \
  "Separate authored skill definitions, current-run upgrades, and durable meta unlocks"
python3 scripts/codex_studio.py checklist \
  --task "Separate authored skill definitions, current-run upgrades, and durable meta unlocks"

Interactions and pickups architecture pass

python3 scripts/codex_studio.py next \
  "Design pickup prompts, interaction validation, and loot persistence for reward chests"
python3 scripts/codex_studio.py checklist \
  --task "Design pickup prompts, interaction validation, and loot persistence for reward chests"

Common workflows

Use these when you want a repeatable operator loop instead of a one-off task.

1. Solo Godot prototype

python3 scripts/codex_studio.py init --engine godot-4 --genre action-roguelite --yes
python3 scripts/codex_studio.py next "Design the first combat room"
python3 scripts/codex_studio.py checklist --task "Implement the first combat room"
python3 scripts/godot_smoke.py --static-only
python3 -m pytest -q tests/test_godot_surface.py

2. Unity architecture and performance pass

python3 scripts/codex_studio.py next "Refactor combat into a pooled projectile system for Unity"
python3 scripts/codex_studio.py checklist --task "Refactor combat into a pooled projectile system for Unity"
python3 scripts/unity_adapter.py test \
  --project-path studio/starter-kits/unity-6/scaffold \
  --dry-run --json

If Unity is not installed locally, add --unity-path tools/engine-stubs/unity/Unity to keep the adapter contract smoke reproducible.

3. Unreal packaging prep

python3 scripts/codex_studio.py next "Prepare the first Unreal package flow for Win64"
python3 scripts/unreal_adapter.py package \
  --project-path studio/starter-kits/unreal-5/scaffold \
  --uat-path tools/engine-stubs/unreal/RunUAT.sh \
  --platform Win64 \
  --dry-run --json
python3 scripts/validate_engine_kits.py --engine unreal-5

4. Repo-wide health pass

python3 scripts/codex_studio.py doctor
python3 scripts/run_local_evals.py --json
python3 scripts/validate_workflows.py --json
make ci-local

What files usually change in real work

This repo is designed so a normal task leaves a visible trail.

Work type Files you should expect to touch
new project setup studio.toml, studio/docs/active/game-brief.md, studio/docs/active/engine-profile.md, studio/docs/active/current-sprint.md
mechanic or gameplay slice engine runtime files, one feature brief, one test plan or QA surface, relevant active docs
architecture change one ADR or research note, one active doc update, relevant checklist-driven validation files
save/progression change system docs, save plan docs, migration or persistence notes, tests
CI/CD or tooling change scripts/, .github/workflows/, Makefile, docs/reference/ci-cd.md, and eval/test surfaces
research-driven decision one research note under docs/research/game-development/, then route/checklist output for the actual implementation task

If a task changes code but leaves no durable doc, checklist, or validation trail, it is usually under-documented.

Engine support model

Each engine family now has a four-layer research pack:

  • architecture baseline
  • class/editor/object ownership map
  • 2D/3D class and mechanic guide
  • navigation, damage, and performance guide

Examples:

  • docs/research/game-development/engines/godot-classes.md
  • docs/research/game-development/engines/unity-classes.md
  • docs/research/game-development/engines/unreal-classes.md

Those guides are where the repo spells out the most-used classes, object ownership, mechanic patterns, writing style expectations, and common mistakes for each engine family.

Use those notes to answer questions like:

  • which class or object should own player movement in this engine
  • which object should own contact, damage, and sensing
  • where shared tuning data should live
  • which editor surface designers are supposed to touch
  • what naming and writing style the engine expects
  • what mistakes usually make the mechanic brittle or slow

This repo uses starter-kit parity, not fake gameplay parity.

Engine Kit ID What is included Local smoke path Real editor requirement
Godot godot-4 scene/script/export baseline and reference combat slice python3 scripts/godot_smoke.py --static-only GODOT_BIN for runtime smoke/export
Unity unity-6 package, asmdef, runtime sample, adapter, test/build command contract python3 scripts/unity_adapter.py ... --dry-run --json UNITY_CLI for editor-backed test/build
Unreal unreal-5 project/module scaffold, gameplay sample surface, adapter, packaging contract python3 scripts/unreal_adapter.py ... --dry-run --json UNREAL_UAT or UNREAL_EDITOR for engine-backed packaging

Starter-kit docs:

  • studio/starter-kits/godot-4/kit.toml
  • studio/starter-kits/unity-6/README.md
  • studio/starter-kits/unreal-5/README.md

Inspect or validate all kits:

python3 scripts/codex_studio.py engine --list
python3 scripts/validate_engine_kits.py --json
python3 scripts/starter_kit_contract_smoke.py --engine godot-4 --json
python3 scripts/starter_kit_contract_smoke.py --engine unity-6 --json
python3 scripts/starter_kit_contract_smoke.py --engine unreal-5 --json

Checklist system

Checklist resolution is layered and deterministic:

  1. base
  2. engine
  3. discipline
  4. milestone
  5. custom

Custom rules live in studio/checklists/custom/.

This means a single task can automatically pull:

  • repo-health checks
  • engine-specific architecture checks
  • gameplay or tools discipline checks
  • milestone rules like prototype or build-release
  • your own custom studio rules

Research system

Research is part of the workflow, not a side quest.

Core research zones:

  • docs/research/game-development/engines/
  • docs/research/game-development/systems/
  • docs/research/game-development/production/
  • docs/research/game-development/genre/
  • docs/research/game-development/policy.md
  • docs/research/game-development/templates/research-note.md

Recommended reference sweep:

Engine packs

  • docs/research/game-development/engines/godot.md
  • docs/research/game-development/engines/godot-map.md
  • docs/research/game-development/engines/godot-classes.md
  • docs/research/game-development/engines/godot-performance.md
  • docs/research/game-development/engines/unity.md
  • docs/research/game-development/engines/unity-map.md
  • docs/research/game-development/engines/unity-classes.md
  • docs/research/game-development/engines/unity-performance.md
  • docs/research/game-development/engines/unreal.md
  • docs/research/game-development/engines/unreal-map.md
  • docs/research/game-development/engines/unreal-classes.md
  • docs/research/game-development/engines/unreal-performance.md

Systems packs

  • docs/research/game-development/systems/loop.md
  • docs/research/game-development/systems/combat.md
  • docs/research/game-development/systems/navigation.md
  • docs/research/game-development/systems/save.md
  • docs/research/game-development/systems/inventory.md
  • docs/research/game-development/systems/character.md
  • docs/research/game-development/systems/enemy.md
  • docs/research/game-development/systems/input.md
  • docs/research/game-development/systems/ui.md
  • docs/research/game-development/systems/skills.md
  • docs/research/game-development/systems/interactions.md

Genre and production packs

  • docs/research/game-development/genre/genre-patterns.md
  • docs/research/game-development/genre/genre-examples.md
  • docs/research/game-development/production/content-pipeline.md
  • docs/research/game-development/production/release-validation.md

Policy and note scaffolding

  • docs/research/game-development/policy.md
  • docs/research/game-development/templates/research-note.md

CI/CD and release surface

This repo ships with a broad CI/CD layer and local equivalents.

Workflow or command Role Output
make ci-local local CI-equivalent stack build/ci/local/
make ci-workflows validate workflow definitions themselves JSON workflow report
make starter-kit-smoke contract smoke across engines per-engine smoke output
make ci-report generate CI artifact summaries build/ci/local/ci-report.json and .md
.github/workflows/validate.yml main-branch smoke and validate report validate artifact bundle
.github/workflows/repo-validate.yml PR validation matrix workflow artifacts
.github/workflows/starter-kit-contracts.yml starter-kit contract smoke engine artifact bundles
.github/workflows/release-readiness.yml manual release-readiness bundle build metadata artifact
.github/workflows/nightly-audit.yml scheduled repo audit audit artifact

Example local CI stack:

make ci-workflows
python3 scripts/run_local_evals.py --json
python3 -m pytest -q tests
python3 scripts/ci_artifact_report.py --output-dir build/ci/manual-check --label manual-check --json
make docker-verify

See docs/reference/ci-cd.md for the full workflow map.

Docker helper environment

If you want an isolated Ubuntu 24.04 + Python tooling shell:

docker compose build
docker compose run --rm app

Inside the container, the repository is mounted at /app.

Repository map

studio.toml
scripts/codex_studio.py
studio/starter-kits/
studio/checklists/
studio/docs/active/
docs/research/game-development/
.codex/agents/
.agents/skills/
.github/workflows/
tools/engine-stubs/
tests/

Suggested GitHub metadata

Suggested repository description:

A Codex-first multi-engine studio operating system for planning, routing, research, starter kits, and CI/CD.

Suggested topics:

  • codex
  • multi-engine
  • game-development
  • game-studio
  • developer-tooling
  • starter-kits
  • checklists
  • ci-cd
  • godot
  • godot-engine
  • unity
  • unity3d
  • ue5
  • unreal-engine
  • game-architecture
  • research-driven-development

Apply these later from the GitHub UI or with gh repo edit. See docs/setup/github-setup.md.

First 15 minutes

  1. Run python3 scripts/codex_studio.py init
  2. Open studio.toml
  3. Open studio/docs/active/game-brief.md
  4. Open studio/docs/active/engine-profile.md
  5. Open studio/docs/active/current-sprint.md
  6. Run python3 scripts/codex_studio.py next "Describe the next gameplay or pipeline task"
  7. Run python3 scripts/codex_studio.py checklist --task "Describe the same task"
  8. Run python3 scripts/run_local_evals.py
  9. Run python3 scripts/codex_studio.py doctor

If the project is a team handoff rather than a fresh bootstrap, also read docs/reference/feature-traceability.md and docs/reference/handoff-contracts.md before implementation starts.

What to update when something changes

Use this mapping to keep the repo honest when you touch a major system.

If you change... Update these docs first
engine choice or engine support studio.toml, docs/reference/engine-selection-guide.md, studio/docs/active/engine-profile.md
genre choice or genre guidance docs/reference/genre-presets.md, docs/research/game-development/genre/genre-guide.md, studio/docs/active/genre-starter.md
combat, save, inventory, UI, or character systems the matching note in docs/research/game-development/systems/ and the active feature brief
lorebook, canon, or world graph structure docs/reference/lorebook-methodology.md, docs/reference/world-graph-methodology.md, and the narrative research note
build, release, or CI behavior docs/reference/ci-cd.md, docs/setup/github-setup.md, and the active build pipeline doc
user-facing onboarding docs/setup/getting-started.md, docs/setup/first-hour-walkthrough.md, and this README

FAQ

The answers below reflect the repo's current multi-engine contract and the active Godot baseline.

Is the Godot sample the main product?

No. The Godot slice is a reference proof. The main product is the studio operating system around it.

Is this repo biased toward Godot?

The root runtime example is currently Godot-based, but the repo-level operating system is intentionally multi-engine. Unity and Unreal already have dedicated starter kits, adapters, checklists, CI contract smoke, and engine-specific class/mechanic research.

Does Unity and Unreal support require a local installation?

For real builds, yes. Contract smoke works with repo-local stubs, but editor-backed coverage starts when UNITY_CLI, UNREAL_UAT, or UNREAL_EDITOR points to a real installation.

Can I use only one engine?

Yes. Set your primary engine in studio.toml and ignore the other kits until you need them.

Can I add custom rules for my own team?

Yes. Put them in studio/checklists/custom/ and route/checklist resolution will merge them after base, engine, discipline, and milestone layers.

Is Docker required?

No. Docker is optional and only meant as a helper environment for scripts, docs, and validation tools.

Can I keep my own language in project docs?

Yes, but the repo defaults to English-first onboarding and CLI output so the system stays easier to share, automate, and review.

Further reading

  • docs/setup/first-hour-walkthrough.md
  • docs/README.md
  • docs/reference/engine-selection-guide.md
  • docs/research/game-development/README.md
  • docs/research/game-development/engines/README.md
  • docs/research/game-development/systems/README.md
  • docs/research/game-development/genre/README.md
  • docs/research/game-development/engines/godot.md
  • docs/research/game-development/engines/unity.md
  • docs/research/game-development/engines/unreal.md
  • docs/research/game-development/engines/godot-map.md
  • docs/research/game-development/engines/unity-map.md
  • docs/research/game-development/engines/unreal-map.md
  • docs/research/game-development/engines/godot-classes.md
  • docs/research/game-development/engines/unity-classes.md
  • docs/research/game-development/engines/unreal-classes.md
  • docs/research/game-development/engines/godot-performance.md
  • docs/research/game-development/engines/unity-performance.md
  • docs/research/game-development/engines/unreal-performance.md
  • docs/research/game-development/systems/loop.md
  • docs/research/game-development/systems/combat.md
  • docs/research/game-development/systems/navigation.md
  • docs/research/game-development/systems/save.md
  • docs/research/game-development/systems/inventory.md
  • docs/research/game-development/systems/character.md
  • docs/research/game-development/systems/enemy.md
  • docs/research/game-development/systems/input.md
  • docs/research/game-development/systems/ui.md
  • docs/research/game-development/systems/skills.md
  • docs/research/game-development/systems/interactions.md
  • docs/research/game-development/genre/genre-patterns.md
  • docs/research/game-development/genre/genre-examples.md
  • docs/research/game-development/production/content-pipeline.md
  • docs/research/game-development/production/release-validation.md
  • docs/research/game-development/policy.md
  • docs/reference/workflow-recipes.md
  • docs/reference/task-prompt-examples.md
  • docs/reference/command-cheatsheet.md
  • docs/reference/ci-cd.md
  • docs/reference/agent-guide.md
  • docs/setup/getting-started.md
  • docs/setup/github-setup.md
  • roadmap.md
  • CHANGELOG.md

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Codex-first multi-engine game studio system with starter kits, research, checklists, and CI/CD for Godot, Unity, and Unreal.

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