6.2 KiB
6.2 KiB
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 |