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.
- Branch protection:
mainrequires PR review; no force-push or direct commits - CI: Go workflow runs
go buildandgo test ./...on all PRs - Review policy: See CONTRIBUTING.md for the full flow
What exists today:
- Installer/generator (Go): the
game-studioCLI 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-configemits 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/coregameand thebriefCLI 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 handoffsogs-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.
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)
OGS reuses, adapts, and builds on existing tools rather than reinventing everything:
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
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:
- Claude Code Game Studios — studio hierarchy, game-dev flow, team-like coordination
- 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.
| 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. |
| 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. |
Go 1.26.2 is required, and Linux/WSL is the first supported platform.
go build ./cmd/game-studio
go test ./... -count=1GitHub 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 testdownloads 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.yamlcan cause wizard tests to write through that ancestor. Run in an isolated copy with no ancestor workspace. internal/cli/commandstests install a no-opengramshim 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.mjsSetting GODOT_BIN='' prevents inherited values. These checks cover movement
behavior only, not visual quality, fun, exports, or full-studio readiness.
| 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.
Load skills explicitly without changing personal settings:
pi --skill ./skills/ogs-core/SKILL.md --skill ./skills/ogs-godot-change/SKILL.mdThen 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.
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.
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.
See CONTRIBUTING.md for the contribution flow, and AGENTS.md if you are an agent working in this repository.