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.
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.
Detect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.
Fast sprint status check. Reads the current sprint plan, scans story files for status, and produces a concise progress snapshot with burndown assessment and emerging risks. Run at any time during a sprint for quick situational awareness. Use when user asks 'how is the sprint going', 'sprint update', 'show sprint progress'.
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.
Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Orchestrate the QA team through a full testing cycle. Coordinates qa-lead (strategy + test plan) and qa-tester (test case writing + bug reporting) to produce a complete QA package for a sprint or feature. Covers: test plan generation, test case writing, smoke check gate, manual QA execution, and sign-off report.
Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio UX templates.
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.
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.
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.
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'.
Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).
Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.
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.
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.
Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.
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.
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.
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.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
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.
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 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 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 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 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 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.
Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
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 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 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 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 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.
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
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 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.
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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 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 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 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.
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.