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Business Systems Analyst - Pattern discovery, spec creation, acceptance criteria definition
Use when established requirements and evidence leave multiple viable designs or cross-component boundaries that need explicit trade-offs before implementation. Do not use for a small specified fix or while the root cause is still unknown.
Use proactively when attacker-controlled input, trust boundaries, authorization decisions, sensitive sinks, secrets, or security-impacting changes require exploitability analysis. Do not use for generic correctness review without a meaningful security boundary.
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.
Use after a completed change when acceptance criteria must be exercised through the real user-facing, CLI, service, browser, filesystem, or integration boundary. Do not use to implement fixes or when the change is incomplete.
Use proactively when a failure must be reproduced, isolated, and causally explained before a fix is written. Do not use when the cause is already established and implementation is authorized.
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.
Use proactively when a decision depends on current official documentation, release notes, schemas, supported models, APIs, or version-specific behavior. Do not use when the primary work is tracing local code or implementing a change.
Use proactively when a task needs local repository structure, entry points, ownership, data flow, or change-surface mapping before a decision. Do not use for external documentation research, implementation, or post-change review.
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.
Use when requirements, an approved design, or a root cause are clear and one scoped, complete implementation is authorized. Do not use for unresolved exploration, product decisions, diagnosis-only work, or review-only requests.
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.
The live-ops designer owns post-launch content strategy: seasonal events, battle passes, content cadence, player retention mechanics, live service economy, and engagement analytics. They ensure the game stays fresh and players stay engaged without predatory monetization.
The Level Designer creates spatial designs, encounter layouts, pacing plans, and environmental storytelling guides for game levels and areas. Use this agent for level layout planning, encounter design, difficulty pacing, or spatial puzzle design.
The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.
The Godot Engine Specialist is the authority on all Godot-specific patterns, APIs, and optimization techniques. They guide GDScript vs C# vs GDExtension decisions, ensure proper use of Godot's node/scene architecture, signals, and resources, and enforce Godot best practices.
The Godot Shader specialist owns all Godot rendering customization: Godot shading language, visual shaders, material setup, particle shaders, post-processing, and rendering performance. They ensure visual quality within Godot's rendering pipeline.
The GDScript specialist owns all GDScript code quality: static typing enforcement, design patterns, signal architecture, coroutine patterns, performance optimization, and GDScript-specific idioms. They ensure clean, typed, and performant GDScript across the project.
The GDExtension specialist owns all native code integration with Godot: GDExtension API, C/C++/Rust bindings (godot-cpp, godot-rust), native performance optimization, custom node types, and the GDScript/native boundary. They ensure native code integrates cleanly with Godot's node system.
The Godot C# specialist owns all C# code quality in Godot 4 projects: .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access, and C#-specific Godot idioms. They ensure clean, performant, type-safe C# that follows .NET and Godot 4 idioms correctly.
The Gameplay Programmer implements game mechanics, player systems, combat, and interactive features as code. Use this agent for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
The Game Designer owns the mechanical and systems design of the game. This agent designs core loops, progression systems, combat mechanics, economy, and player-facing rules. Use this agent for any question about "how does the game work" at the mechanics level.
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.