Write, refactor, and ship code with an agent that knows your stack.
Most artifacts in the catalog live here: tools that read a codebase, follow its conventions, and make changes you would not be embarrassed to review. Expect language-specific helpers, refactoring workflows, spec-driven development harnesses, and framework-aware assistants for stacks like React, Next.js, Python, Rust, and Go. If you want your agent to stop writing generic code that ignores how your project actually works, start here.
Ranked by GitHub stars. Search to find fast, or page through the full list.
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 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.
A Claude Code plugin that shows what's happening - context usage, active tools, running agents, and todo progress
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.
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.
Extracts resources and JavaScript from any installed Electron app (.asar bundle), restoring original sources from .js.map files when available or formatting minified code with Prettier otherwise. Use when user wants to "extract Electron app", "decompile Electron", "get the source code of <app>", "inspect app.asar", "看 Electron 应用源码", "提取 .asar", or asks how a desktop Electron app is built. Skips node_modules and supports both macOS and Windows.
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.
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'.
The first open-source harness builder for AI coding.
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 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 first open-source harness builder for AI coding.
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.
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
The first open-source harness builder for AI coding.
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 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 first open-source harness builder for AI coding.
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 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 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 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 AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
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 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.
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 community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
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 Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
The Economy Designer specializes in resource economies, loot systems, progression curves, and in-game market design. Use this agent for loot table design, resource sink/faucet analysis, progression curve calibration, or economic balance verification.
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 Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when department leads cannot reach consensus.
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 Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.