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