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274 lines
14 KiB
Markdown
274 lines
14 KiB
Markdown
<p align="center">
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<h1 align="center">Codex Game Studio</h1>
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<p align="center">
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Turn a Codex session into a structured, local-first game studio.
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<br />
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50 agents. 90 skills. 61 workflows. One Git-reviewable studio template.
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</p>
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</p>
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<p align="center">
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="MIT License"></a>
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<a href=".codex/agents"><img src="https://img.shields.io/badge/agents-50-blueviolet" alt="50 Agents"></a>
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<a href=".agents/skills"><img src="https://img.shields.io/badge/skills-90-green" alt="90 Skills"></a>
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<a href=".codex/workflows"><img src="https://img.shields.io/badge/workflows-61-orange" alt="61 Workflows"></a>
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<a href="package.json"><img src="https://img.shields.io/badge/node-%3E%3D24-339933.svg" alt="Node.js >=24"></a>
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<a href="https://github.com/openai/codex"><img src="https://img.shields.io/badge/built%20for-Codex-f5f5f5" alt="Built for Codex"></a>
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</p>
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<p align="center">
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<a href="README.md">🇺🇸 English</a> |
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<a href="docs/readmes/README.zh.md">🇨🇳 简体中文</a> |
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<a href="docs/readmes/README.ja.md">🇯🇵 日本語</a> |
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<a href="docs/readmes/README.ko.md">🇰🇷 한국어</a> |
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<a href="docs/readmes/README.de.md">🇩🇪 Deutsch</a> |
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<a href="docs/readmes/README.fr.md">🇫🇷 Français</a> |
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<a href="docs/readmes/README.es.md">🇪🇸 Español</a> |
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<a href="docs/readmes/README.pt.md">🇧🇷 Português</a> |
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<a href="docs/readmes/README.ru.md">🇷🇺 Русский</a> |
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<a href="docs/readmes/README.ar.md">🇸🇦 العربية</a> |
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<a href="docs/readmes/README.it.md">🇮🇹 Italiano</a> |
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<a href="docs/readmes/README.pl.md">🇵🇱 Polski</a> |
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<a href="docs/readmes/README.tr.md">🇹🇷 Türkçe</a> |
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<a href="docs/readmes/README.vi.md">🇻🇳 Tiếng Việt</a> |
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<a href="docs/readmes/README.id.md">🇮🇩 Bahasa Indonesia</a> |
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<a href="docs/readmes/README.el.md">🇬🇷 Ελληνικά</a>
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</p>
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---
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## Why This Exists
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A blank AI coding chat is flexible, but game development needs repeatable studio structure. Someone has to protect the vision, keep milestones visible, review technical choices, validate gameplay changes, check accessibility, prepare release notes, and make sure decisions are not trapped in chat history.
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**Codex Game Studio** gives a Codex session the shape of a game studio without turning it into a hosted project manager or game engine. You get tracked agents, skills, workflows, project state, and validation in ordinary files that humans can inspect in Git.
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The template is deliberately clone-first: the visible `AGENTS.md`, `.codex/agents/*.toml`, `.codex/workflows/*.md`, and `.agents/skills/*/SKILL.md` files are the studio surface. `init` records project state; it does not regenerate or overwrite the studio template.
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---
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## Table of Contents
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- [What's Included](#whats-included)
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- [Studio Hierarchy](#studio-hierarchy)
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- [Skills](#skills)
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- [Workflows](#workflows)
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- [Getting Started](#getting-started)
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- [Project Structure](#project-structure)
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- [How It Works](#how-it-works)
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- [Model Routing](#model-routing)
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- [Documentation](#documentation)
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- [Project Status](#project-status)
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- [License](#license)
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---
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## What's Included
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| Category | Count | Description |
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|----------|-------|-------------|
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| **Agents** | 50 | Codex custom agents across production, design, programming, art, audio, narrative, QA, localization, live ops, release, and engine support |
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| **Skills** | 90 | Reusable studio actions under `.agents/skills/*/SKILL.md`, from onboarding and design through QA, release, team orchestration, and standards |
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| **Workflows** | 61 | Tracked prompt workflows for market review, specs, stories, sprints, QA, security, release, hotfixes, vertical slices, and handoffs |
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| **Engine Tracks** | 3 | Godot, Unity, and Unreal specialist context with engine references and validation checks |
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| **Templates** | 57 | Packaged document templates for GDDs, ADRs, technical designs, playtests, releases, postmortems, risk registers, pitch docs, and more |
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| **Validation** | built in | Hard-failing checks for package assets, template surfaces, project state, metadata, engine references, and future-only CLI drift |
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## Studio Hierarchy
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Agents are organized like a small game studio: directors own vision and technical coherence, leads own domain direction, and specialists handle focused execution.
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```text
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Tier 1 — Direction
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creative-director technical-director producer
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studio-orchestrator
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Tier 2 — Department Leads
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game-designer senior-game-designer senior-game-artist
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audio-director localization-lead release-manager
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market-analyst narrative-designer
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Tier 3 — Specialists
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gameplay-programmer engine-programmer ai-programmer
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network-programmer tools-programmer ui-programmer
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systems-designer level-designer economy-designer
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game-feel-designer technical-artist sound-designer
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writer world-builder ui-ux-designer
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qa-playtester accessibility-specialist performance-analyst
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devops-engineer security-engineer data-scientist
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community-manager live-ops-designer
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```
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### Engine Specialists
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| Engine | Lead Agent | Focus |
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|--------|------------|-------|
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| **Godot 4** | `godot-specialist` | GDScript, scenes, nodes, resources, signals, plugins, and Godot-specific validation |
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| **Unity** | `unity-specialist` | C#, packages, scenes, prefabs, UI Toolkit, Addressables, Cinemachine, and DOTS/ECS context |
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| **Unreal Engine 5** | `unreal-specialist` | C++, Blueprints, GAS, replication, UMG/CommonUI, plugins, and Unreal project conventions |
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## Skills
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Skills are tracked under `.agents/skills/*/SKILL.md`. They are the reusable studio actions Codex can apply while working inside the template.
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**Onboarding & Navigation**
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`cgs-start` `cgs-help` `cgs-project-stage-detect` `cgs-setup-engine` `cgs-adopt` `cgs-onboard`
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**Game Design**
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`cgs-brainstorm` `cgs-map-systems` `cgs-design-system` `cgs-quick-design` `cgs-review-all-gdds` `cgs-propagate-design-change` `cgs-balance-check`
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**Art & Assets**
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`cgs-art-bible` `cgs-asset-spec` `cgs-asset-audit`
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**UX & Interface**
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`cgs-ux-design` `cgs-ux-review` `cgs-ui-ux-review`
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**Architecture & Technical Planning**
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`cgs-create-architecture` `cgs-architecture-decision` `cgs-architecture-review` `cgs-create-control-manifest`
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**Stories & Sprints**
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`cgs-create-epics` `cgs-create-stories` `cgs-dev-story` `cgs-sprint-plan` `cgs-sprint-status` `cgs-story-readiness` `cgs-story-done` `cgs-estimate` `cgs-vertical-slice`
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**Reviews & Analysis**
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`cgs-design-review` `cgs-code-review` `cgs-scope-check` `cgs-perf-profile` `cgs-tech-debt` `cgs-gate-check` `cgs-consistency-check` `cgs-security-audit` `cgs-content-audit`
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**QA & Testing**
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`cgs-qa-plan` `cgs-smoke-check` `cgs-soak-test` `cgs-regression-suite` `cgs-test-setup` `cgs-test-helpers` `cgs-test-evidence-review` `cgs-test-flakiness` `cgs-skill-test` `cgs-skill-improve`
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**Production**
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`cgs-milestone-review` `cgs-retrospective` `cgs-bug-report` `cgs-bug-triage` `cgs-bugfix` `cgs-reverse-document` `cgs-playtest-report`
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**Release**
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`cgs-release-checklist` `cgs-launch-checklist` `cgs-changelog` `cgs-patch-notes` `cgs-hotfix` `cgs-day-one-patch`
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**Creative & Content**
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`cgs-prototype` `cgs-localize`
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**Team Orchestration**
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`cgs-team-combat` `cgs-team-narrative` `cgs-team-ui` `cgs-team-release` `cgs-team-polish` `cgs-team-audio` `cgs-team-level` `cgs-team-live-ops` `cgs-team-qa`
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**Path Standards**
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`cgs-standards-ai-code` `cgs-standards-data-files` `cgs-standards-design-docs` `cgs-standards-engine-code` `cgs-standards-gameplay` `cgs-standards-gameplay-code` `cgs-standards-narrative` `cgs-standards-network-code` `cgs-standards-prototype` `cgs-standards-prototype-code` `cgs-standards-shader-code` `cgs-standards-test-standards` `cgs-standards-tests` `cgs-standards-ui` `cgs-standards-ui-code`
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## Workflows
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Workflow prompts live under `.codex/workflows/*.md`. They are inspection-friendly prompt surfaces; shortcut commands render prompts and do not launch Codex unless you explicitly run a role or task.
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| Phase | Workflows |
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|-------|-----------|
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| **Tracked Prompts (61)** | `accessibility-doc`, `analytics-setup`, `architecture-decision`, `architecture-review`, `art-bible`, `art-direction`, `asset-audit`, `asset-spec`, `balance-check`, `brainstorm`, `bug-report`, `bugfix`, `changelog`, `code-review`, `consistency-check`, `control-manifest`, `create-architecture`, `create-epics`, `create-stories`, `design-review`, `design-review-concept`, `design-spec`, `design-system`, `engine-setup`, `entity-inventory`, `game-concept`, `game-feel-tuning`, `handoff`, `hotfix`, `implement`, `launch-checklist`, `localization-plan`, `map-systems`, `market-analysis`, `onboard`, `patch-notes`, `perf-profile`, `playtest`, `playtest-polish`, `production-milestone`, `prototype`, `qa-plan`, `regression-suite`, `release-checklist`, `retrospective`, `review`, `review-all-gdds`, `scope-check`, `security-audit`, `ship-check`, `sprint-plan`, `sprint-status`, `story-done`, `story-readiness`, `team-feature`, `team-polish`, `test-setup`, `ui-ux-review`, `ux-design`, `ux-review`, `vertical-slice` |
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## Getting Started
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### Prerequisites
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- [Git](https://git-scm.com/)
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- Node.js 24 or newer
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- Codex CLI on `PATH` for `run <role>` and full validation
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### Setup
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1. **Clone the template repository**:
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```sh
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git clone git@github.com:merlinhu1/codex-game-studio.git signal-cartographer
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cd signal-cartographer
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```
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2. **Install and build the CLI**:
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```sh
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npm install
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npm run build
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```
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3. **Initialize project state**:
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```sh
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./codex-game-studio init --name "Signal Cartographer" --engine godot --mode prototype --non-interactive \
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--concept "A compact puzzle game about routing trains through haunted switchyards"
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```
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`init` turns the checkout into a game workspace: it keeps the game-facing agents, workflows, skills, templates, engine references, and CLI runtime, then prunes maintainer-only template-authoring artifacts such as `eval-framework/`, OpenSpec/research/reference scratch files, TypeScript source files, and repository validation tests. Template maintainers can pass `--keep-template-authoring` when intentionally working on this repository itself.
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4. **Inspect and validate**:
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```sh
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./codex-game-studio status
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./codex-game-studio validate
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./codex-game-studio run producer \
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"Create the initial market overview." --print-prompt
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```
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## Project Structure
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```text
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AGENTS.md # Game-facing Codex instructions
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codex-game-studio # Source-checkout CLI wrapper
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.codex/
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agents/ # 50 Codex custom agents
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workflows/ # 61 tracked workflow prompts
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studio.json # Project state written by init
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tasks.json # File-backed task state
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runs/ # Runtime metadata for role/task runs
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locks/ # Local orchestration locks
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.agents/
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skills/ # 90 reusable studio skills
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engine_configs/ # Engine setup metadata
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engine_reference/ # Godot, Unity, Unreal reference packs
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templates/ # Document templates used by workflows
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production/ # Timeline, milestones, session state
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docs/ # Small user/docs support surface
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src/ # Game engine source root; maintainer TypeScript files are pruned by init
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tests/ # Game tests; repository validation tests are pruned by init
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```
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## How It Works
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### Template First
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The clone is the studio. Agents, workflows, skills, and instruction files are committed template surfaces, not hidden generated output. `init` records project state and engine choices without copying the studio back into itself.
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### Codex-Native Execution
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`run <role>` assembles a bounded prompt packet from the selected role, task, project state, tracked templates, and relevant context. Use `--dry-run` or `--print-prompt` to inspect before execution.
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### Reviewable State
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Tasks, approvals, locks, context manifests, and run metadata live under `.codex/**`. The workflow favors ordinary Git review over opaque chat memory.
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### Strict Validation
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`./codex-game-studio validate` checks package assets, template surfaces, role/workflow metadata, project state, engine references, and hidden future-only surfaces before readiness claims.
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## Model Routing
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Prompt surfaces declare concrete Codex model and reasoning-effort policy in tracked files:
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| Routing dimension | Policy |
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|-------------------|--------|
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| Model family | Use `gpt-5.6-sol` for difficult/high-risk architecture, security, release, or cross-system decisions; `gpt-5.6-terra` for bounded implementation, QA, docs, bugfix, and production work; `gpt-5.6-luna` for simple, repetitive, mechanical, checklist, status, and objectively verifiable work. |
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| Reasoning effort | Choose `low`, `medium`, or `high` per surface independently from the model family. A prompt may use Luna/medium, Terra/low, Terra/high, Sol/medium, or Sol/high when that case warrants it. |
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| Fallback model | Sol falls back to `gpt-5.5`, Terra to `gpt-5.4`, and Luna to `gpt-5.4-mini` while preserving the selected surface effort. |
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Runtime dry-runs and run metadata expose the selected model and reasoning effort. Codex execution receives both values explicitly instead of a generic tier name.
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## Documentation
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| Need | Start Here |
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|------|------------|
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| Install, commands, workflows, validation | [User Guide](docs/user-guide.md) |
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| Realistic usage scenarios | [Examples](docs/examples/README.md) |
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| Full documentation map | [Docs Index](docs/README.md) |
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| Product boundaries and non-goals | [Product Boundary](docs/architecture/product-boundary.md) |
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## Project Status
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Codex Game Studio currently supports template-repository setup, Codex role execution, workflow prompt rendering, file-backed task orchestration, and repository/project validation.
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It deliberately does **not** expose a planner or `next` command, telemetry, hosted orchestration, unbounded parallelism, hard output-ownership enforcement, or generated `CODEX.md` / `project_orchestrator.md` surfaces.
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## License
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Codex Game Studio is released under the MIT License. See [`LICENSE`](LICENSE).
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