4,247 artifacts
Every listing is pinned to a commit and evaluated before it goes public.
Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.
Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
Analyze a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts. Use when user says 'any scope creep', 'scope review', 'are we staying in scope'.
Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
Generates a sprint or milestone retrospective by analyzing completed work, velocity, blockers, and patterns. Produces actionable insights for the next iteration.
Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
Automatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts. Use when user asks 'where are we in development', 'what stage are we in', 'full project audit'.
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
Generates a comprehensive milestone progress review including feature completeness, quality metrics, risk assessment, and go/no-go recommendation. Use at milestone checkpoints or when evaluating readiness for a milestone deadline.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
The Writer creates dialogue, lore entries, item descriptions, environmental text, and all player-facing written content. Use this agent for dialogue writing, lore creation, item/ability descriptions, or in-game text of any kind.
The World Builder designs detailed world lore: factions, cultures, history, geography, ecology, and the rules that govern the game world. Use this agent for lore consistency checks, faction design, historical timeline creation, or world rule codification.
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
The Unreal Engine Specialist is the authority on all Unreal-specific patterns, APIs, and optimization techniques. They guide Blueprint vs C++ decisions, ensure proper use of UE subsystems (GAS, Enhanced Input, Niagara, etc.), and enforce Unreal best practices across the codebase.
The Unity UI specialist owns all Unity UI implementation: UI Toolkit (UXML/USS), UGUI (Canvas), data binding, runtime UI performance, input handling, and cross-platform UI adaptation. They ensure responsive, performant, and accessible UI.
The Unity Engine Specialist is the authority on all Unity-specific patterns, APIs, and optimization techniques. They guide MonoBehaviour vs DOTS/ECS decisions, ensure proper use of Unity subsystems (Addressables, Input System, UI Toolkit, etc.), and enforce Unity best practices.
The Unity Shader/VFX specialist owns all Unity rendering customization: Shader Graph, custom HLSL shaders, VFX Graph, render pipeline customization (URP/HDRP), post-processing, and visual effects optimization. They ensure visual quality within performance budgets.
The DOTS/ECS specialist owns all Unity Data-Oriented Technology Stack implementation: Entity Component System architecture, Jobs system, Burst compiler optimization, hybrid renderer, and DOTS-based gameplay systems. They ensure correct ECS patterns and maximum performance.
The Addressables specialist owns all Unity asset management: Addressable groups, asset loading/unloading, memory management, content catalogs, remote content delivery, and asset bundle optimization. They ensure fast load times and controlled memory usage.
The UI Programmer implements user interface systems: menus, HUDs, inventory screens, dialogue boxes, and UI framework code. Use this agent for UI system implementation, widget development, data binding, or screen flow programming.
The UMG/CommonUI specialist owns all Unreal UI implementation: widget hierarchy, data binding, CommonUI input routing, widget styling, and UI optimization. They ensure UI follows Unreal best practices and performs well.
The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.
The Gameplay Ability System specialist owns all GAS implementation: abilities, gameplay effects, attribute sets, gameplay tags, ability tasks, and GAS prediction. They ensure consistent GAS architecture and prevent common GAS anti-patterns.
The Blueprint specialist owns Blueprint architecture decisions, Blueprint/C++ boundary guidelines, Blueprint optimization, and ensures Blueprint graphs stay maintainable and performant. They prevent Blueprint spaghetti and enforce clean BP patterns.
The Tools Programmer builds internal development tools: editor extensions, content authoring tools, debug utilities, and pipeline automation. Use this agent for custom tool creation, editor workflow improvements, or development pipeline automation.
The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or enable design possibilities.
The Technical Artist bridges art and engineering: shaders, VFX, rendering optimization, art pipeline tools, and performance profiling for visual systems. Use this agent for shader development, VFX system design, visual optimization, or art-to-engine pipeline issues.
The Systems Designer creates detailed mechanical designs for specific game subsystems -- combat formulas, progression curves, crafting recipes, status effect interactions. Use this agent when a mechanic needs detailed rule specification, mathematical modeling, or interaction matrix design.
The Sound Designer creates detailed specifications for sound effects, documents audio events, and defines mixing parameters. Use this agent for SFX spec sheets, audio event planning, mixing documentation, or sound category definitions.
The Security Engineer protects the game from cheating, exploits, and data breaches. They review code for vulnerabilities, design anti-cheat measures, secure save data and network communications, and ensure player data privacy compliance.
Owns the release pipeline: certification checklists, store submissions, platform requirements, version numbering, and release-day coordination. Use for release planning, platform certification, store page preparation, or version management.
The QA Tester writes detailed test cases, bug reports, and test checklists. Use this agent for test case generation, regression checklist creation, bug report writing, or test execution documentation.
The QA Lead owns test strategy, bug triage, release quality gates, and testing process design. Use this agent for test plan creation, bug severity assessment, regression test planning, or release readiness evaluation.
Prototyping specialist. Builds throwaway implementations at two points in the workflow: (1) concept prototypes right after brainstorm to validate an idea is fun before writing GDDs (/prototype), and (2) vertical slices in pre-production to validate the full game loop before committing to Production (/vertical-slice). Standards are intentionally relaxed for speed.
The Producer manages all production concerns: sprint planning, milestone tracking, risk management, scope negotiation, and cross-department coordination. This is the primary coordination agent. Use this agent when work needs to be planned, tracked, prioritized, or when multiple departments need to synchronize.
The Performance Analyst profiles game performance, identifies bottlenecks, recommends optimizations, and tracks performance metrics over time. Use this agent for performance profiling, memory analysis, frame time investigation, or optimization strategy.
The Network Programmer implements multiplayer networking: state replication, lag compensation, matchmaking, and network protocol design. Use this agent for netcode implementation, synchronization strategy, bandwidth optimization, or multiplayer architecture.
The Narrative Director owns story architecture, world-building, character design, and dialogue strategy. Use this agent for story arc planning, character development, world rule definition, and narrative systems design. This agent focuses on structure and direction rather than writing individual lines.
Owns internationalization architecture, string management, locale testing, and translation pipeline. Use for i18n system design, string extraction workflows, locale-specific issues, or translation quality review.