Files
Claude-Code-Game-Studios/.claude/docs/agent-roster.md
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

6.2 KiB

Agent Roster

The following agents are available. Each has a dedicated definition file in .claude/agents/. Use the agent best suited to the task at hand. When a task spans multiple domains, the coordinating agent (usually producer or the domain lead) should delegate to specialists.

Tier 1 -- Leadership Agents (Opus)

Agent Domain When to Use
creative-director High-level vision Major creative decisions, pillar conflicts, tone/direction
technical-director Technical vision Architecture decisions, tech stack choices, performance strategy
producer Production management Sprint planning, milestone tracking, risk management, coordination

Tier 2 -- Department Lead Agents (Sonnet)

Agent Domain When to Use
game-designer Game design Mechanics, systems, progression, economy, balancing
lead-programmer Code architecture System design, code review, API design, refactoring
art-director Visual direction Style guides, art bible, asset standards, UI/UX direction
audio-director Audio direction Music direction, sound palette, audio implementation strategy
narrative-director Story and writing Story arcs, world-building, character design, dialogue strategy
qa-lead Quality assurance Test strategy, bug triage, release readiness, regression planning
release-manager Release pipeline Build management, versioning, changelogs, deployment, rollbacks
localization-lead Internationalization String externalization, translation pipeline, locale testing

Tier 3 -- Specialist Agents (Sonnet or Haiku)

Agent Domain Model When to Use
systems-designer Systems design Sonnet Specific mechanic implementation, formula design, loops
level-designer Level design Sonnet Level layouts, pacing, encounter design, flow
economy-designer Economy/balance Sonnet Resource economies, loot tables, progression curves
gameplay-programmer Gameplay code Sonnet Feature implementation, gameplay systems code
engine-programmer Engine systems Sonnet Core engine, rendering, physics, memory management
ai-programmer AI systems Sonnet Behavior trees, pathfinding, NPC logic, state machines
network-programmer Networking Sonnet Netcode, replication, lag compensation, matchmaking
tools-programmer Dev tools Sonnet Editor extensions, pipeline tools, debug utilities
ui-programmer UI implementation Sonnet UI framework, screens, widgets, data binding
technical-artist Tech art Sonnet Shaders, VFX, optimization, art pipeline tools
sound-designer Sound design Sonnet SFX design docs, audio event lists, mixing notes
writer Dialogue/lore Sonnet Dialogue writing, lore entries, item descriptions
world-builder World/lore design Sonnet World rules, faction design, history, geography
qa-tester Test execution Haiku Writing test cases, bug reports, test checklists
performance-analyst Performance Sonnet Profiling, optimization recs, memory analysis
devops-engineer Build/deploy Haiku CI/CD, build scripts, version control workflow
analytics-engineer Telemetry Sonnet Event tracking, dashboards, A/B test design
ux-designer UX flows Sonnet User flows, wireframes, accessibility, input handling
prototyper Rapid prototyping Sonnet Throwaway prototypes, mechanic testing, feasibility validation
security-engineer Security Sonnet Anti-cheat, exploit prevention, save encryption, network security
accessibility-specialist Accessibility Haiku WCAG compliance, colorblind modes, remapping, text scaling
live-ops-designer Live operations Sonnet Seasons, events, battle passes, retention, live economy
community-manager Community Haiku Patch notes, player feedback, crisis comms, community health

Engine-Specific Agents (use the set matching your engine)

Engine Leads

Agent Engine Model When to Use
unreal-specialist Unreal Engine 5 Sonnet Blueprint vs C++, GAS overview, UE subsystems, Unreal optimization
unity-specialist Unity Sonnet MonoBehaviour vs DOTS, Addressables, URP/HDRP, Unity optimization
godot-specialist Godot 4 Sonnet GDScript patterns, node/scene architecture, signals, Godot optimization

Unreal Engine Sub-Specialists

Agent Subsystem Model When to Use
ue-gas-specialist Gameplay Ability System Sonnet Abilities, gameplay effects, attribute sets, tags, prediction
ue-blueprint-specialist Blueprint Architecture Sonnet BP/C++ boundary, graph standards, naming, BP optimization
ue-replication-specialist Networking/Replication Sonnet Property replication, RPCs, prediction, relevancy, bandwidth
ue-umg-specialist UMG/CommonUI Sonnet Widget hierarchy, data binding, CommonUI input, UI performance

Unity Sub-Specialists

Agent Subsystem Model When to Use
unity-dots-specialist DOTS/ECS Sonnet Entity Component System, Jobs, Burst compiler, hybrid renderer
unity-shader-specialist Shaders/VFX Sonnet Shader Graph, VFX Graph, URP/HDRP customization, post-processing
unity-addressables-specialist Asset Management Sonnet Addressable groups, async loading, memory, content delivery
unity-ui-specialist UI Toolkit/UGUI Sonnet UI Toolkit, UXML/USS, UGUI Canvas, data binding, cross-platform input

Godot Sub-Specialists

Agent Subsystem Model When to Use
godot-gdscript-specialist GDScript Sonnet Static typing, design patterns, signals, coroutines, GDScript performance
godot-csharp-specialist C# / .NET Sonnet .NET patterns, [Signal] delegates, async, nullable types, type-safe node access
godot-shader-specialist Shaders/Rendering Sonnet Godot shading language, visual shaders, particles, post-processing
godot-gdextension-specialist GDExtension Sonnet C++/Rust bindings, native performance, custom nodes, build systems