Skip to content

About

Human-led, Godot-first game-production workspace for Pi and Gentle Shell. Source preview; operational v1 in progress.

Resources

Contributing

Stars

3 stars

Watchers

0 watching

Forks

Repository files navigation

Open Game Studios

Open Game Studios (OGS) is a human-led, Godot-first game-production workspace for Pi and Gentle Shell. It combines six on-demand studio responsibilities (design, art direction, Blender, Godot, audio, QA) with explicit approval gates and truthful provenance.

Current components:

  • Go CLI (game-studio) for workspace bootstrap, diagnostics, and staged wizard
  • Visual wizard with plan-only preview (Bubble Tea UI, human-accepted)
  • Native Pi MCP foundation: explicit create-only configuration and local launchers
  • Core-game brief library: design → draft → consistency validation
  • Two agent roles (design specialist, Godot specialist) for read-only planning
  • Two Pi companion skills for brief workflows and Godot changes
  • Test fixtures: 2D movement with human playtest; 3D prototype in progress

OGS is not a finished v1, not an installed product, and not a one-prompt game generator. The first-party source is MIT-licensed (see Licensing).

Repository: https://github.com/IrrealV/open-game-studios

This repository is public and open for contributions as a work in progress. No installable release exists yet; see Project status for current capabilities and evidence levels.

Development

  • Branch protection: main requires PR review; no force-push or direct commits
  • CI: Go workflow runs go build and go test ./... on all PRs
  • Review policy: See CONTRIBUTING.md for the full flow

Current reality

What exists today:

  • Installer/generator (Go): the game-studio CLI bootstraps a workspace, runs host tool diagnostics, generates Godot-first studio profiles, and drives a Pi-only staged wizard with fingerprint-bound prerequisite plans.
  • Native Pi MCP foundation: mcp-config emits disabled Blender/Godot entries together from one explicit spec. Human-reported Pi health and a disposable Blender cube/export have bounded evidence; this is not an installed release or studio-role handoff. See the MCP guide.
  • Visual wizard: plan-only preview with Bubble Tea UI (human visual acceptance: compact 80×25 PTY rendering, scrollable install plan, fingerprint disclosure). Installation (G7) runs only after explicit approval; the preview is read-only.
  • Core-game briefs: internal/workflows/coregame and the brief CLI build a pending design draft from a structured request and validate it against a separately supplied recorded human decision. Validation checks consistency only and does not authenticate a human or grant execution authority.
  • Agent roles: Two read-only specialists under .pi/agents/:
    • Design specialist — invoked once for a creation proposal; the resulting brief received human approval and passed CLI consistency validation
    • Godot specialist — invoked once for read-only 3D planning; returned bounded architecture and readiness steps without executing commands
  • Pi companion skills:
    • ogs-core — classifies requests (creation/direct-phase/change/repair), activates needed responsibilities, returns bounded handoffs
    • ogs-godot-change — scopes one bounded mechanic change or repair in an existing trusted Godot 4 project
  • Test fixtures:
    • 2D Godot scene with movement/collision (human playtest: window, cyan square, arrow keys, stopping on release)
    • 3D prototype "One Small Reach" in progress (Godot 4.7.2 version verified; scene not yet created)

Not done yet:

  • Full installation (G7: skills loading, Engram persistence, resource validation)
  • Godot 3D scenes (in progress: engine verified, fixture architecture planned)
  • Blender production (V1-05)
  • Audio integration (V1-07)
  • Independent game QA (V1-08)
  • Quest 3S + OpenXR/hands (V1-09)
  • Full end-to-end journey with recovery (V1-11)

Six studio responsibilities are staged as on-demand capabilities, not always-running agents. Two (design, Godot) have bounded exercise with documented handoffs; four (art direction, Blender, audio, QA) remain unexercised as studio responsibilities. The Blender MCP execution foundation is separate from production-role exercise and artistic approval.

See docs/project-status.md for the full capability and evidence matrix.

Goals

Build a studio that works end to end — limited in depth but not missing an essential production area — while keeping humans in control:

  • Four entry points: creation, direct-phase, change, repair (no forced concept interview every time)
  • Six responsibilities: design, art direction, Blender production, Godot implementation, audio integration, independent game QA (on-demand, not always-running)
  • Godot-first: explicit engine handoffs, bounded changes, verifiable outputs
  • Mandatory approval gates: human reviews every handoff; no autonomous execution
  • Truthful provenance: asset sources, model usage, and limits are recorded
  • Reuse host coordination: Pi orchestration, Gentle Shell workflows, existing auth/models (no second orchestrator or provider system)

What we learned from (adoption decisions)

OGS reuses, adapts, and builds on existing tools rather than reinventing everything:

From Gentle AI and Gentle Shell

REUSE:

  • Pi as the host orchestrator (no competing coordinator)
  • Gentle Shell's ODD/TDD/RDD workflows and guards
  • Engram for hybrid persistence (Pi memory + studio state)
  • Agent routing, subagent delegation, and work-unit commits
  • Installer/profile model and prerequisite fingerprinting
  • Native review integration (RDD) for bounded approval gates

ADAPT:

  • Six studio responsibilities replace generic dev roles
  • Game-specific approval gates (GDD slices, asset specs, QA)
  • Godot-first handoffs (not engine-agnostic)
  • Bounded entry points (creation/phase/change/repair)

Source references:

  • gentle-ai — installer, profiles, routing, hybrid persistence, RDD
  • gentle-shell — ODD, TDD, workflow chains, orchestrator patterns

From Claude Code Game Studios

ADAPT:

  • Studio hierarchy concept (roles working as a team, not isolated agents)
  • Game-dev orchestration (idea → concept → GDD → implementation → QA)
  • Phase boundaries and handoff discipline
  • The insight that AI should work like a real studio, not a prompt generator

BUILD (OGS-specific):

  • Go CLI for workspace bootstrap and diagnostics
  • Core-game brief library with draft/validation separation
  • Godot 4 bounded change skill
  • Visual wizard with fingerprint approval
  • Explicit provenance tracking for assets and decisions

Source reference:

What OGS does NOT reuse

  • CCGS's full .claude/ prompt catalog (adapted the studio flow, not the prompts)
  • Gentle AI's SDD (Spec-Driven Development) workflow (OGS uses direct handoffs)
  • Any authentication, model config, or PATH from upstream (users supply their own)

Adoption details: See docs/ogs-adoption-matrix.md for the full reuse/adapt/build matrix with evidence levels.

Getting oriented

Document What it answers
docs/project-status.md What works today, and at what evidence level.
docs/roadmap.md The 11 ordered V1 tasks, mandatory milestones, and deferred breadth.
docs/ogs-adoption-matrix.md What we reuse, adapt, or build; evidence and priority.
docs/core-game-briefs.md The core-game brief library and brief CLI in detail.
docs/mcp-config.md Native Pi MCP configuration, prerequisites, evidence, and trust limits.
docs/generated-artifacts.md Generated artifact classification and policy.
CONTRIBUTING.md How to contribute.
AGENTS.md Portable agent instructions for this repository.

Repository layout

Path Contents
cmd/game-studio/ CLI entry point.
internal/ Installer, wizard, commands, contracts, persistence, and tooling.
skills/ Canonical Pi companion skills and their Go embedding.
.pi/agents/ Two read-only project-local agent roles.
tests/, testdata/ Node checkers, fixtures, and Godot scenes.
docs/ Canonical documentation.

Building and testing the source

Go 1.26.2 is required, and Linux/WSL is the first supported platform.

go build ./cmd/game-studio
go test ./... -count=1

GitHub Actions runs clean builds on ubuntu-latest with Go 1.26.2 for all PRs. Local testing has additional cautions:

  • The repository does not vendor Go modules. On a cold module cache, go test downloads dependencies from the configured module proxy.
  • Tests are not fully isolated. Workspace resolution walks ancestor directories, so running inside a checkout with an ancestor workspace marker or openspec/config.yaml can cause wizard tests to write through that ancestor. Run in an isolated copy with no ancestor workspace.
  • internal/cli/commands tests install a no-op engram shim for safety; this is not a setup instruction.

Optional Node checks exercise the Godot fixture. The first command runs structural checks only; the second needs an explicit engine binary:

GODOT_BIN='' node --test tests/pi-godot-change.test.mjs
GODOT_BIN=/absolute/path/to/godot4 node --test tests/pi-godot-change.test.mjs

Setting GODOT_BIN='' prevents inherited values. These checks cover movement behavior only, not visual quality, fun, exports, or full-studio readiness.

CLI commands

Command Behavior
game-studio init Bootstraps and verifies the workspace skeleton.
game-studio env-check Runs host tool diagnostics for Godot, Blender, or selected tools.
game-studio generate Emits flat studio-profile.<engine>.md / .summary.md, pack metadata, and hybrid map.
game-studio wizard Runs the Pi-only staged installer/personalization wizard.
game-studio smoke / smoke-suite Validates generated layout and content.
game-studio brief draft / brief check Builds a pending core-game draft, or checks one against a recorded decision.
game-studio mcp-config Emits a create-only WORKSPACE/.pi/mcp.json for explicit local Blender/Godot MCP runtimes from a JSON spec.

Wizard modes (mutually exclusive):

  • --plan-only — read-only preview with fingerprint (no writes)
  • --metadata-only — writes profile/workspace/artifacts, attempts Engram (not read-only; can return partial error if Engram unavailable)
  • --approve-plan <fingerprint> + --non-interactive — real installation

--non-interactive alone never authorizes installation. See docs/core-game-briefs.md for details.

Pi companion skills

Load skills explicitly without changing personal settings:

pi --skill ./skills/ogs-core/SKILL.md --skill ./skills/ogs-godot-change/SKILL.md

Then invoke /skill:ogs-core or /skill:ogs-godot-change. Loading grants no install/download/destructive authority; those need concrete plans and explicit human consent.

Agent roles under .pi/agents/ are read-only definitions:

  • Design specialist — invoked once; returned 8-section creation proposal that received human approval and passed CLI consistency validation
  • Godot specialist — invoked once for 3D readiness planning; no commands executed

See docs/project-status.md for bounded acceptance and remaining work. Source-checkout paths are not installed-pack evidence.

Licensing

First-party source is MIT-licensed; see LICENSE (Copyright (c) 2026 IrrealV).

Third-party components keep their own licenses. This repository's MIT license does not relicense dependencies or assets. See THIRD_PARTY_NOTICES.md for recorded attributions.

Credits

OGS learns from and builds on:

  • gentle-ai — installer/profile model, workflow routing, hybrid persistence (Engram), native review integration (RDD), and the "one tool, many workflows" approach. OGS reuses Pi orchestration and adapts bounded approval gates for game-dev.

  • gentle-shell — ODD (Organic Driven Development), TDD, workflow chains, and orchestrator patterns. OGS reuses these disciplines and adapts them to six studio responsibilities.

  • Claude Code Game Studios — studio hierarchy, game-dev orchestration (idea → GDD → implementation → QA), and the insight that AI should work like a real team. OGS adapts the studio flow without copying prompts or catalog structure.

OGS is not a fork or direct copy of any upstream project. It reuses coordination, adapts workflows, and builds game-specific capabilities on top.

See docs/ogs-adoption-matrix.md for the full reuse/adapt/build breakdown.

Built with Gentle-AI

Contributing

See CONTRIBUTING.md for the contribution flow, and AGENTS.md if you are an agent working in this repository.

About

Human-led, Godot-first game-production workspace for Pi and Gentle Shell. Source preview; operational v1 in progress.

Resources

Contributing

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages