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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -5,14 +5,18 @@ The following agents are available. Each has a dedicated definition file in
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spans multiple domains, the coordinating agent (usually `producer` or the
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domain lead) should delegate to specialists.
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## Tier 1 -- Leadership Agents (Opus)
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Which model an agent runs on is set by the `model:` line in its own file;
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`model-tiers.md` lists the agents that pin one. Every other agent runs on the
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session's model.
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## Tier 1 -- Leadership Agents
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| Agent | Domain | When to Use |
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|-------|--------|-------------|
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| `creative-director` | High-level vision | Major creative decisions, pillar conflicts, tone/direction |
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| `technical-director` | Technical vision | Architecture decisions, tech stack choices, performance strategy |
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| `producer` | Production management | Sprint planning, milestone tracking, risk management, coordination |
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## Tier 2 -- Department Lead Agents (Sonnet)
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## Tier 2 -- Department Lead Agents
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| Agent | Domain | When to Use |
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|-------|--------|-------------|
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| `game-designer` | Game design | Mechanics, systems, progression, economy, balancing |
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@@ -24,66 +28,66 @@ domain lead) should delegate to specialists.
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| `release-manager` | Release pipeline | Build management, versioning, changelogs, deployment, rollbacks |
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| `localization-lead` | Internationalization | String externalization, translation pipeline, locale testing |
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## Tier 3 -- Specialist Agents (Sonnet or Haiku)
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| Agent | Domain | Model | When to Use |
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|-------|--------|-------|-------------|
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| `systems-designer` | Systems design | Sonnet | Specific mechanic implementation, formula design, loops |
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| `level-designer` | Level design | Sonnet | Level layouts, pacing, encounter design, flow |
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| `economy-designer` | Economy/balance | Sonnet | Resource economies, loot tables, progression curves |
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| `gameplay-programmer` | Gameplay code | Sonnet | Feature implementation, gameplay systems code |
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| `engine-programmer` | Engine systems | Sonnet | Core engine, rendering, physics, memory management |
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| `ai-programmer` | AI systems | Sonnet | Behavior trees, pathfinding, NPC logic, state machines |
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| `network-programmer` | Networking | Sonnet | Netcode, replication, lag compensation, matchmaking |
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| `tools-programmer` | Dev tools | Sonnet | Editor extensions, pipeline tools, debug utilities |
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| `ui-programmer` | UI implementation | Sonnet | UI framework, screens, widgets, data binding |
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| `technical-artist` | Tech art | Sonnet | Shaders, VFX, optimization, art pipeline tools |
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| `sound-designer` | Sound design | Sonnet | SFX design docs, audio event lists, mixing notes |
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| `writer` | Dialogue/lore | Sonnet | Dialogue writing, lore entries, item descriptions |
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| `world-builder` | World/lore design | Sonnet | World rules, faction design, history, geography |
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| `qa-tester` | Test execution | Haiku | Writing test cases, bug reports, test checklists |
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| `performance-analyst` | Performance | Sonnet | Profiling, optimization recs, memory analysis |
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| `devops-engineer` | Build/deploy | Haiku | CI/CD, build scripts, version control workflow |
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| `analytics-engineer` | Telemetry | Sonnet | Event tracking, dashboards, A/B test design |
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| `ux-designer` | UX flows | Sonnet | User flows, wireframes, accessibility, input handling |
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| `prototyper` | Rapid prototyping | Sonnet | Throwaway prototypes, mechanic testing, feasibility validation |
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| `security-engineer` | Security | Sonnet | Anti-cheat, exploit prevention, save encryption, network security |
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| `accessibility-specialist` | Accessibility | Haiku | WCAG compliance, colorblind modes, remapping, text scaling |
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| `live-ops-designer` | Live operations | Sonnet | Seasons, events, battle passes, retention, live economy |
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| `community-manager` | Community | Haiku | Patch notes, player feedback, crisis comms, community health |
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## Tier 3 -- Specialist Agents
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| Agent | Domain | When to Use |
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|-------|--------|-------------|
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| `systems-designer` | Systems design | Specific mechanic implementation, formula design, loops |
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| `level-designer` | Level design | Level layouts, pacing, encounter design, flow |
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| `economy-designer` | Economy/balance | Resource economies, loot tables, progression curves |
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| `gameplay-programmer` | Gameplay code | Feature implementation, gameplay systems code |
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| `engine-programmer` | Engine systems | Core engine, rendering, physics, memory management |
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| `ai-programmer` | AI systems | Behavior trees, pathfinding, NPC logic, state machines |
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| `network-programmer` | Networking | Netcode, replication, lag compensation, matchmaking |
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| `tools-programmer` | Dev tools | Editor extensions, pipeline tools, debug utilities |
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| `ui-programmer` | UI implementation | UI framework, screens, widgets, data binding |
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| `technical-artist` | Tech art | Shaders, VFX, optimization, art pipeline tools |
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| `sound-designer` | Sound design | SFX design docs, audio event lists, mixing notes |
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| `writer` | Dialogue/lore | Dialogue writing, lore entries, item descriptions |
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| `world-builder` | World/lore design | World rules, faction design, history, geography |
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| `qa-tester` | Test execution | Writing test cases, bug reports, test checklists |
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| `performance-analyst` | Performance | Profiling, optimization recs, memory analysis |
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| `devops-engineer` | Build/deploy | CI/CD, build scripts, version control workflow |
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| `analytics-engineer` | Telemetry | Event tracking, dashboards, A/B test design |
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| `ux-designer` | UX flows | User flows, wireframes, accessibility, input handling |
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| `prototyper` | Rapid prototyping | Throwaway prototypes, mechanic testing, feasibility validation |
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| `security-engineer` | Security | Anti-cheat, exploit prevention, save encryption, network security |
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| `accessibility-specialist` | Accessibility | WCAG compliance, colorblind modes, remapping, text scaling |
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| `live-ops-designer` | Live operations | Seasons, events, battle passes, retention, live economy |
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| `community-manager` | Community | Patch notes, player feedback, crisis comms, community health |
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## Engine-Specific Agents (use the set matching your engine)
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### Engine Leads
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| Agent | Engine | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `unreal-specialist` | Unreal Engine 5 | Sonnet | Blueprint vs C++, GAS overview, UE subsystems, Unreal optimization |
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| `unity-specialist` | Unity | Sonnet | MonoBehaviour vs DOTS, Addressables, URP/HDRP, Unity optimization |
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| `godot-specialist` | Godot 4 | Sonnet | GDScript patterns, node/scene architecture, signals, Godot optimization |
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| Agent | Engine | When to Use |
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| ---- | ---- | ---- |
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| `unreal-specialist` | Unreal Engine 5 | Blueprint vs C++, GAS overview, UE subsystems, Unreal optimization |
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| `unity-specialist` | Unity | MonoBehaviour vs DOTS, Addressables, URP/HDRP, Unity optimization |
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| `godot-specialist` | Godot 4 | GDScript patterns, node/scene architecture, signals, Godot optimization |
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### Unreal Engine Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `ue-gas-specialist` | Gameplay Ability System | Sonnet | Abilities, gameplay effects, attribute sets, tags, prediction |
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| `ue-blueprint-specialist` | Blueprint Architecture | Sonnet | BP/C++ boundary, graph standards, naming, BP optimization |
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| `ue-replication-specialist` | Networking/Replication | Sonnet | Property replication, RPCs, prediction, relevancy, bandwidth |
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| `ue-umg-specialist` | UMG/CommonUI | Sonnet | Widget hierarchy, data binding, CommonUI input, UI performance |
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| Agent | Subsystem | When to Use |
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| ---- | ---- | ---- |
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| `ue-gas-specialist` | Gameplay Ability System | Abilities, gameplay effects, attribute sets, tags, prediction |
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| `ue-blueprint-specialist` | Blueprint Architecture | BP/C++ boundary, graph standards, naming, BP optimization |
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| `ue-replication-specialist` | Networking/Replication | Property replication, RPCs, prediction, relevancy, bandwidth |
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| `ue-umg-specialist` | UMG/CommonUI | Widget hierarchy, data binding, CommonUI input, UI performance |
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### Unity Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `unity-dots-specialist` | DOTS/ECS | Sonnet | Entity Component System, Jobs, Burst compiler, hybrid renderer |
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| `unity-shader-specialist` | Shaders/VFX | Sonnet | Shader Graph, VFX Graph, URP/HDRP customization, post-processing |
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| `unity-addressables-specialist` | Asset Management | Sonnet | Addressable groups, async loading, memory, content delivery |
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| `unity-ui-specialist` | UI Toolkit/UGUI | Sonnet | UI Toolkit, UXML/USS, UGUI Canvas, data binding, cross-platform input |
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| Agent | Subsystem | When to Use |
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| ---- | ---- | ---- |
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| `unity-dots-specialist` | DOTS/ECS | Entity Component System, Jobs, Burst compiler, hybrid renderer |
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| `unity-shader-specialist` | Shaders/VFX | Shader Graph, VFX Graph, URP/HDRP customization, post-processing |
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| `unity-addressables-specialist` | Asset Management | Addressable groups, async loading, memory, content delivery |
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| `unity-ui-specialist` | UI Toolkit/UGUI | UI Toolkit, UXML/USS, UGUI Canvas, data binding, cross-platform input |
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### Godot Sub-Specialists
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| Agent | Subsystem | Model | When to Use |
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| ---- | ---- | ---- | ---- |
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| `godot-gdscript-specialist` | GDScript | Sonnet | Static typing, design patterns, signals, coroutines, GDScript performance |
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| `godot-csharp-specialist` | C# / .NET | Sonnet | .NET patterns, [Signal] delegates, async, nullable types, type-safe node access |
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| `godot-shader-specialist` | Shaders/Rendering | Sonnet | Godot shading language, visual shaders, particles, post-processing |
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| `godot-gdextension-specialist` | GDExtension | Sonnet | C++/Rust bindings, native performance, custom nodes, build systems |
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| Agent | Subsystem | When to Use |
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| ---- | ---- | ---- |
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| `godot-gdscript-specialist` | GDScript | Static typing, design patterns, signals, coroutines, GDScript performance |
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| `godot-csharp-specialist` | C# / .NET | .NET patterns, [Signal] delegates, async, nullable types, type-safe node access |
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| `godot-shader-specialist` | Shaders/Rendering | Godot shading language, visual shaders, particles, post-processing |
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| `godot-gdextension-specialist` | GDExtension | C++/Rust bindings, native performance, custom nodes, build systems |
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