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pixelheros/.claude/docs/agent-roster.md
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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