添加 claude code game studios 到项目
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# Agent Roster
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The following agents are available. Each has a dedicated definition file in
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`.claude/agents/`. Use the agent best suited to the task at hand. When a task
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spans multiple domains, the coordinating agent (usually `producer` or the
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domain lead) should delegate to specialists.
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## Tier 1 -- Leadership Agents (Opus)
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| Agent | Domain | When to Use |
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|-------|--------|-------------|
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| `creative-director` | High-level vision | Major creative decisions, pillar conflicts, tone/direction |
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| `technical-director` | Technical vision | Architecture decisions, tech stack choices, performance strategy |
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| `producer` | Production management | Sprint planning, milestone tracking, risk management, coordination |
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## Tier 2 -- Department Lead Agents (Sonnet)
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| Agent | Domain | When to Use |
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|-------|--------|-------------|
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| `game-designer` | Game design | Mechanics, systems, progression, economy, balancing |
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| `lead-programmer` | Code architecture | System design, code review, API design, refactoring |
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| `art-director` | Visual direction | Style guides, art bible, asset standards, UI/UX direction |
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| `audio-director` | Audio direction | Music direction, sound palette, audio implementation strategy |
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| `narrative-director` | Story and writing | Story arcs, world-building, character design, dialogue strategy |
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| `qa-lead` | Quality assurance | Test strategy, bug triage, release readiness, regression planning |
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| `release-manager` | Release pipeline | Build management, versioning, changelogs, deployment, rollbacks |
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| `localization-lead` | Internationalization | String externalization, translation pipeline, locale testing |
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## Tier 3 -- Specialist Agents (Sonnet or Haiku)
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| Agent | Domain | Model | When to Use |
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|-------|--------|-------|-------------|
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| `systems-designer` | Systems design | Sonnet | Specific mechanic implementation, formula design, loops |
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| `level-designer` | Level design | Sonnet | Level layouts, pacing, encounter design, flow |
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| `economy-designer` | Economy/balance | Sonnet | Resource economies, loot tables, progression curves |
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| `gameplay-programmer` | Gameplay code | Sonnet | Feature implementation, gameplay systems code |
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| `engine-programmer` | Engine systems | Sonnet | Core engine, rendering, physics, memory management |
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| `ai-programmer` | AI systems | Sonnet | Behavior trees, pathfinding, NPC logic, state machines |
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| `network-programmer` | Networking | Sonnet | Netcode, replication, lag compensation, matchmaking |
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| `tools-programmer` | Dev tools | Sonnet | Editor extensions, pipeline tools, debug utilities |
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| `ui-programmer` | UI implementation | Sonnet | UI framework, screens, widgets, data binding |
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| `technical-artist` | Tech art | Sonnet | Shaders, VFX, optimization, art pipeline tools |
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| `sound-designer` | Sound design | Sonnet | SFX design docs, audio event lists, mixing notes |
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| `writer` | Dialogue/lore | Sonnet | Dialogue writing, lore entries, item descriptions |
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| `world-builder` | World/lore design | Sonnet | World rules, faction design, history, geography |
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| `qa-tester` | Test execution | Haiku | Writing test cases, bug reports, test checklists |
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| `performance-analyst` | Performance | Sonnet | Profiling, optimization recs, memory analysis |
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| `devops-engineer` | Build/deploy | Haiku | CI/CD, build scripts, version control workflow |
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| `analytics-engineer` | Telemetry | Sonnet | Event tracking, dashboards, A/B test design |
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| `ux-designer` | UX flows | Sonnet | User flows, wireframes, accessibility, input handling |
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| `prototyper` | Rapid prototyping | Sonnet | Throwaway prototypes, mechanic testing, feasibility validation |
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| `security-engineer` | Security | Sonnet | Anti-cheat, exploit prevention, save encryption, network security |
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| `accessibility-specialist` | Accessibility | Haiku | WCAG compliance, colorblind modes, remapping, text scaling |
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| `live-ops-designer` | Live operations | Sonnet | Seasons, events, battle passes, retention, live economy |
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| `community-manager` | Community | Haiku | Patch notes, player feedback, crisis comms, community health |
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## Engine-Specific Agents (use the set matching your engine)
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### Engine Leads
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| Agent | Engine | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `unreal-specialist` | Unreal Engine 5 | Sonnet | Blueprint vs C++, GAS overview, UE subsystems, Unreal optimization |
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| `unity-specialist` | Unity | Sonnet | MonoBehaviour vs DOTS, Addressables, URP/HDRP, Unity optimization |
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| `godot-specialist` | Godot 4 | Sonnet | GDScript patterns, node/scene architecture, signals, Godot optimization |
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### Unreal Engine Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `ue-gas-specialist` | Gameplay Ability System | Sonnet | Abilities, gameplay effects, attribute sets, tags, prediction |
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| `ue-blueprint-specialist` | Blueprint Architecture | Sonnet | BP/C++ boundary, graph standards, naming, BP optimization |
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| `ue-replication-specialist` | Networking/Replication | Sonnet | Property replication, RPCs, prediction, relevancy, bandwidth |
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| `ue-umg-specialist` | UMG/CommonUI | Sonnet | Widget hierarchy, data binding, CommonUI input, UI performance |
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### Unity Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `unity-dots-specialist` | DOTS/ECS | Sonnet | Entity Component System, Jobs, Burst compiler, hybrid renderer |
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| `unity-shader-specialist` | Shaders/VFX | Sonnet | Shader Graph, VFX Graph, URP/HDRP customization, post-processing |
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| `unity-addressables-specialist` | Asset Management | Sonnet | Addressable groups, async loading, memory, content delivery |
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| `unity-ui-specialist` | UI Toolkit/UGUI | Sonnet | UI Toolkit, UXML/USS, UGUI Canvas, data binding, cross-platform input |
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### Godot Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `godot-gdscript-specialist` | GDScript | Sonnet | Static typing, design patterns, signals, coroutines, GDScript performance |
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| `godot-csharp-specialist` | C# / .NET | Sonnet | .NET patterns, [Signal] delegates, async, nullable types, type-safe node access |
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| `godot-shader-specialist` | Shaders/Rendering | Sonnet | Godot shading language, visual shaders, particles, post-processing |
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| `godot-gdextension-specialist` | GDExtension | Sonnet | C++/Rust bindings, native performance, custom nodes, build systems |
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