# Agent Coordination and Delegation Map ## Organizational Hierarchy ``` [Human Developer] | +---------------+---------------+ | | | creative-director technical-director producer | | | +--------+--------+ | (coordinates all) | | | | game-designer art-dir narr-dir lead-programmer qa-lead audio-dir | | | | | | +--+--+ | +--+--+ +--+--+--+--+--+ | | | | | | | | | | | | | | | | sys lvl eco ta wrt wrld gp ep ai net tl ui qa-t snd | +---+---+ | | perf-a devops analytics Additional Leads (report to producer/directors): release-manager -- Release pipeline, versioning, deployment localization-lead -- i18n, string tables, translation pipeline prototyper -- Rapid throwaway prototypes, concept validation security-engineer -- Anti-cheat, exploits, data privacy, network security accessibility-specialist -- WCAG, colorblind, remapping, text scaling live-ops-designer -- Seasons, events, battle passes, retention, live economy community-manager -- Patch notes, player feedback, crisis comms Engine Specialists (use the SET matching your engine): unreal-specialist -- UE5 lead: Blueprint/C++, GAS overview, UE subsystems ue-gas-specialist -- GAS: abilities, effects, attributes, tags, prediction ue-blueprint-specialist -- Blueprint: BP/C++ boundary, graph standards, optimization ue-replication-specialist -- Networking: replication, RPCs, prediction, bandwidth ue-umg-specialist -- UI: UMG, CommonUI, widget hierarchy, data binding unity-specialist -- Unity lead: MonoBehaviour/DOTS, Addressables, URP/HDRP unity-dots-specialist -- DOTS/ECS: Jobs, Burst, hybrid renderer unity-shader-specialist -- Shaders: Shader Graph, VFX Graph, SRP customization unity-addressables-specialist -- Assets: async loading, bundles, memory, CDN unity-ui-specialist -- UI: UI Toolkit, UGUI, UXML/USS, data binding godot-specialist -- Godot 4 lead: GDScript, node/scene, signals, resources godot-gdscript-specialist -- GDScript: static typing, patterns, signals, performance godot-csharp-specialist -- C#: .NET patterns, [Signal] delegates, async, type-safe node access godot-shader-specialist -- Shaders: Godot shading language, visual shaders, VFX godot-gdextension-specialist -- Native: C++/Rust bindings, GDExtension, build systems ``` ### Legend ``` sys = systems-designer gp = gameplay-programmer lvl = level-designer ep = engine-programmer eco = economy-designer ai = ai-programmer ta = technical-artist net = network-programmer wrt = writer tl = tools-programmer wrld = world-builder ui = ui-programmer snd = sound-designer qa-t = qa-tester narr-dir = narrative-director perf-a = performance-analyst art-dir = art-director ``` ## Delegation Rules ### Who Can Delegate to Whom | From | Can Delegate To | |------|----------------| | creative-director | game-designer, art-director, audio-director, narrative-director | | technical-director | lead-programmer, devops-engineer, performance-analyst, technical-artist (technical decisions) | | producer | Any agent (task assignment within their domain only) | | game-designer | systems-designer, level-designer, economy-designer | | lead-programmer | gameplay-programmer, engine-programmer, ai-programmer, network-programmer, tools-programmer, ui-programmer | | art-director | technical-artist, ux-designer | | audio-director | sound-designer | | narrative-director | writer, world-builder | | qa-lead | qa-tester | | release-manager | devops-engineer (release builds), qa-lead (release testing) | | localization-lead | writer (string review), ui-programmer (text fitting) | | prototyper | (works independently, reports findings to producer and relevant leads) | | security-engineer | network-programmer (security review), lead-programmer (secure patterns) | | accessibility-specialist | ux-designer (accessible patterns), ui-programmer (implementation), qa-tester (a11y testing) | | [engine]-specialist | engine sub-specialists (delegates subsystem-specific work) | | [engine] sub-specialists | (advises all programmers on engine subsystem patterns and optimization) | | live-ops-designer | economy-designer (live economy), community-manager (event comms), analytics-engineer (engagement metrics) | | community-manager | (works with producer for approval, release-manager for patch note timing) | ### Escalation Paths | Situation | Escalate To | |-----------|------------| | Two designers disagree on a mechanic | game-designer | | Game design vs narrative conflict | creative-director | | Game design vs technical feasibility | producer (facilitates), then creative-director + technical-director | | Art vs audio tonal conflict | creative-director | | Code architecture disagreement | technical-director | | Cross-system code conflict | lead-programmer, then technical-director | | Schedule conflict between departments | producer | | Scope exceeds capacity | producer, then creative-director for cuts | | Quality gate disagreement | qa-lead, then technical-director | | Performance budget violation | performance-analyst flags, technical-director decides | ## Common Workflow Patterns ### Pattern 1: New Feature (Full Pipeline) ``` 1. creative-director -- Approves feature concept aligns with vision 2. game-designer -- Creates design document with full spec 3. producer -- Schedules work, identifies dependencies 4. lead-programmer -- Designs code architecture, creates interface sketch 5. [specialist-programmer] -- Implements the feature 6. technical-artist -- Implements visual effects (if needed) 7. writer -- Creates text content (if needed) 8. sound-designer -- Creates audio event list (if needed) 9. qa-tester -- Writes test cases 10. qa-lead -- Reviews and approves test coverage 11. lead-programmer -- Code review 12. qa-tester -- Executes tests 13. producer -- Marks task complete ``` ### Pattern 2: Bug Fix ``` 1. qa-tester -- Files bug report with /bug-report 2. qa-lead -- Triages severity and priority 3. producer -- Assigns to sprint (if not S1) 4. lead-programmer -- Identifies root cause, assigns to programmer 5. [specialist-programmer] -- Fixes the bug 6. lead-programmer -- Code review 7. qa-tester -- Verifies fix and runs regression 8. qa-lead -- Closes bug ``` ### Pattern 3: Balance Adjustment ``` 1. analytics-engineer -- Identifies imbalance from data (or player reports) 2. game-designer -- Evaluates the issue against design intent 3. economy-designer -- Models the adjustment 4. game-designer -- Approves the new values 5. [data file update] -- Change configuration values 6. qa-tester -- Regression test affected systems 7. analytics-engineer -- Monitor post-change metrics ``` ### Pattern 4: New Area/Level ``` 1. narrative-director -- Defines narrative purpose and beats for the area 2. world-builder -- Creates lore and environmental context 3. level-designer -- Designs layout, encounters, pacing 4. game-designer -- Reviews mechanical design of encounters 5. art-director -- Defines visual direction for the area 6. audio-director -- Defines audio direction for the area 7. [implementation by relevant programmers and artists] 8. writer -- Creates area-specific text content 9. qa-tester -- Tests the complete area ``` ### Pattern 5: Sprint Cycle ``` 1. producer -- Plans sprint with /sprint-plan new 2. [All agents] -- Execute assigned tasks 3. producer -- Daily status with /sprint-plan status 4. qa-lead -- Continuous testing during sprint 5. lead-programmer -- Continuous code review during sprint 6. producer -- Sprint retrospective with post-sprint hook 7. producer -- Plans next sprint incorporating learnings ``` ### Pattern 6: Milestone Checkpoint ``` 1. producer -- Runs /milestone-review 2. creative-director -- Reviews creative progress 3. technical-director -- Reviews technical health 4. qa-lead -- Reviews quality metrics 5. producer -- Facilitates go/no-go discussion 6. [All directors] -- Agree on scope adjustments if needed 7. producer -- Documents decisions and updates plans ``` ### Pattern 7: Release Pipeline ```text 1. producer -- Declares release candidate, confirms milestone criteria met 2. release-manager -- Cuts release branch, generates /release-checklist 3. qa-lead -- Runs full regression, signs off on quality 4. localization-lead -- Verifies all strings translated, text fitting passes 5. performance-analyst -- Confirms performance benchmarks within targets 6. devops-engineer -- Builds release artifacts, runs deployment pipeline 7. release-manager -- Generates /changelog, tags release, creates release notes 8. technical-director -- Final sign-off on major releases 9. release-manager -- Deploys and monitors for 48 hours 10. producer -- Marks release complete ``` ### Pattern 8: Concept Prototype (early — before GDDs) ```text 1. game-designer -- Defines the hypothesis and success criteria 2. prototyper -- Scaffolds concept prototype with /prototype 3. prototyper -- Builds minimal implementation (1-3 days) 4. game-designer -- Evaluates prototype against criteria 5. prototyper -- Documents findings in REPORT.md 6. creative-director -- PROCEED / PIVOT / KILL decision (full mode only) 7. game-designer -- Informs GDD writing with prototype learnings if PROCEED ``` ### Pattern 8b: Vertical Slice (pre-production — after GDDs and architecture) ```text 1. game-designer -- Confirms slice scope against GDDs 2. prototyper -- Builds production-quality end-to-end build with /vertical-slice 3. prototyper -- Conducts internal playtest sessions (minimum 1) 4. prototyper -- Documents findings in REPORT.md 5. creative-director -- Go/no-go decision on proceeding to Production (full mode) 6. producer -- Schedules Production epics/sprints if PROCEED ``` ### Pattern 9: Live Event / Season Launch ```text 1. live-ops-designer -- Designs event/season content, rewards, schedule 2. game-designer -- Validates gameplay mechanics for event 3. economy-designer -- Balances event economy and reward values 4. narrative-director -- Provides seasonal narrative theme 5. writer -- Creates event descriptions and lore 6. producer -- Schedules implementation work 7. [implementation by relevant programmers] 8. qa-lead -- Test event flow end-to-end 9. community-manager -- Drafts event announcement and patch notes 10. release-manager -- Deploys event content 11. analytics-engineer -- Monitors event participation and metrics 12. live-ops-designer -- Post-event analysis and learnings ``` ## Cross-Domain Communication Protocols ### Design Change Notification When a design document changes, the game-designer must notify: - lead-programmer (implementation impact) - qa-lead (test plan update needed) - producer (schedule impact assessment) - Relevant specialist agents depending on the change ### Architecture Change Notification When an ADR is created or modified, the technical-director must notify: - lead-programmer (code changes needed) - All affected specialist programmers - qa-lead (testing strategy may change) - producer (schedule impact) ### Asset Standard Change Notification When the art bible or asset standards change, the art-director must notify: - technical-artist (pipeline changes) - All content creators working with affected assets - devops-engineer (if build pipeline is affected) ## Anti-Patterns to Avoid 1. **Bypassing the hierarchy**: A specialist agent should never make decisions that belong to their lead without consultation. 2. **Cross-domain implementation**: An agent should never modify files outside their designated area without explicit delegation from the relevant owner. 3. **Shadow decisions**: All decisions must be documented. Verbal agreements without written records lead to contradictions. 4. **Monolithic tasks**: Every task assigned to an agent should be completable in 1-3 days. If it is larger, it must be broken down first. 5. **Assumption-based implementation**: If a spec is ambiguous, the implementer must ask the specifier rather than guessing. Wrong guesses are more expensive than a question.