Files
Claude-Code-Game-Studios/.claude/docs/agent-coordination-map.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

13 KiB

Agent Coordination and Delegation Map

Organizational Hierarchy

                           [Human Developer]
                                 |
                 +---------------+---------------+
                 |               |               |
         creative-director  technical-director  producer
                 |               |               |
        +--------+--------+     |        (coordinates all)
        |        |        |     |
  game-designer art-dir  narr-dir  lead-programmer  qa-lead  audio-dir
        |        |        |         |                |        |
     +--+--+     |     +--+--+  +--+--+--+--+--+   |        |
     |  |  |     |     |     |  |  |  |  |  |  |   |        |
    sys lvl eco  ta   wrt  wrld gp ep  ai net tl ui qa-t    snd
                                 |
                             +---+---+
                             |       |
                          perf-a   devops   analytics

  Additional Leads (report to producer/directors):
    release-manager         -- Release pipeline, versioning, deployment
    localization-lead       -- i18n, string tables, translation pipeline
    prototyper              -- Rapid throwaway prototypes, concept validation
    security-engineer       -- Anti-cheat, exploits, data privacy, network security
    accessibility-specialist -- WCAG, colorblind, remapping, text scaling
    live-ops-designer       -- Seasons, events, battle passes, retention, live economy
    community-manager       -- Patch notes, player feedback, crisis comms

  Engine Specialists (use the SET matching your engine):
    unreal-specialist  -- UE5 lead: Blueprint/C++, GAS overview, UE subsystems
      ue-gas-specialist         -- GAS: abilities, effects, attributes, tags, prediction
      ue-blueprint-specialist   -- Blueprint: BP/C++ boundary, graph standards, optimization
      ue-replication-specialist -- Networking: replication, RPCs, prediction, bandwidth
      ue-umg-specialist         -- UI: UMG, CommonUI, widget hierarchy, data binding

    unity-specialist   -- Unity lead: MonoBehaviour/DOTS, Addressables, URP/HDRP
      unity-dots-specialist         -- DOTS/ECS: Jobs, Burst, hybrid renderer
      unity-shader-specialist       -- Shaders: Shader Graph, VFX Graph, SRP customization
      unity-addressables-specialist -- Assets: async loading, bundles, memory, CDN
      unity-ui-specialist           -- UI: UI Toolkit, UGUI, UXML/USS, data binding

    godot-specialist   -- Godot 4 lead: GDScript, node/scene, signals, resources
      godot-gdscript-specialist    -- GDScript: static typing, patterns, signals, performance
      godot-csharp-specialist      -- C#: .NET patterns, [Signal] delegates, async, type-safe node access
      godot-shader-specialist      -- Shaders: Godot shading language, visual shaders, VFX
      godot-gdextension-specialist -- Native: C++/Rust bindings, GDExtension, build systems

Legend

sys  = systems-designer       gp  = gameplay-programmer
lvl  = level-designer         ep  = engine-programmer
eco  = economy-designer       ai  = ai-programmer
ta   = technical-artist       net = network-programmer
wrt  = writer                 tl  = tools-programmer
wrld = world-builder          ui  = ui-programmer
snd  = sound-designer         qa-t = qa-tester
narr-dir = narrative-director perf-a = performance-analyst
art-dir = art-director

Delegation Rules

Who Can Delegate to Whom

From Can Delegate To
creative-director game-designer, art-director, audio-director, narrative-director
technical-director lead-programmer, devops-engineer, performance-analyst, technical-artist (technical decisions)
producer Any agent (task assignment within their domain only)
game-designer systems-designer, level-designer, economy-designer
lead-programmer gameplay-programmer, engine-programmer, ai-programmer, network-programmer, tools-programmer, ui-programmer
art-director technical-artist, ux-designer
audio-director sound-designer
narrative-director writer, world-builder
qa-lead qa-tester
release-manager devops-engineer (release builds), qa-lead (release testing)
localization-lead writer (string review), ui-programmer (text fitting)
prototyper (works independently, reports findings to producer and relevant leads)
security-engineer network-programmer (security review), lead-programmer (secure patterns)
accessibility-specialist ux-designer (accessible patterns), ui-programmer (implementation), qa-tester (a11y testing)
[engine]-specialist engine sub-specialists (delegates subsystem-specific work)
[engine] sub-specialists (advises all programmers on engine subsystem patterns and optimization)
live-ops-designer economy-designer (live economy), community-manager (event comms), analytics-engineer (engagement metrics)
community-manager (works with producer for approval, release-manager for patch note timing)

Escalation Paths

Situation Escalate To
Two designers disagree on a mechanic game-designer
Game design vs narrative conflict creative-director
Game design vs technical feasibility producer (facilitates), then creative-director + technical-director
Art vs audio tonal conflict creative-director
Code architecture disagreement technical-director
Cross-system code conflict lead-programmer, then technical-director
Schedule conflict between departments producer
Scope exceeds capacity producer, then creative-director for cuts
Quality gate disagreement qa-lead, then technical-director
Performance budget violation performance-analyst flags, technical-director decides

Common Workflow Patterns

Pattern 1: New Feature (Full Pipeline)

1. creative-director  -- Approves feature concept aligns with vision
2. game-designer      -- Creates design document with full spec
3. producer           -- Schedules work, identifies dependencies
4. lead-programmer    -- Designs code architecture, creates interface sketch
5. [specialist-programmer] -- Implements the feature
6. technical-artist   -- Implements visual effects (if needed)
7. writer             -- Creates text content (if needed)
8. sound-designer     -- Creates audio event list (if needed)
9. qa-tester          -- Writes test cases
10. qa-lead           -- Reviews and approves test coverage
11. lead-programmer   -- Code review
12. qa-tester         -- Executes tests
13. producer          -- Marks task complete

Pattern 2: Bug Fix

1. qa-tester          -- Files bug report with /bug-report
2. qa-lead            -- Triages severity and priority
3. producer           -- Assigns to sprint (if not S1)
4. lead-programmer    -- Identifies root cause, assigns to programmer
5. [specialist-programmer] -- Fixes the bug
6. lead-programmer    -- Code review
7. qa-tester          -- Verifies fix and runs regression
8. qa-lead            -- Closes bug

Pattern 3: Balance Adjustment

1. analytics-engineer -- Identifies imbalance from data (or player reports)
2. game-designer      -- Evaluates the issue against design intent
3. economy-designer   -- Models the adjustment
4. game-designer      -- Approves the new values
5. [data file update] -- Change configuration values
6. qa-tester          -- Regression test affected systems
7. analytics-engineer -- Monitor post-change metrics

Pattern 4: New Area/Level

1. narrative-director -- Defines narrative purpose and beats for the area
2. world-builder      -- Creates lore and environmental context
3. level-designer     -- Designs layout, encounters, pacing
4. game-designer      -- Reviews mechanical design of encounters
5. art-director       -- Defines visual direction for the area
6. audio-director     -- Defines audio direction for the area
7. [implementation by relevant programmers and artists]
8. writer             -- Creates area-specific text content
9. qa-tester          -- Tests the complete area

Pattern 5: Sprint Cycle

1. producer           -- Plans sprint with /sprint-plan new
2. [All agents]       -- Execute assigned tasks
3. producer           -- Daily status with /sprint-plan status
4. qa-lead            -- Continuous testing during sprint
5. lead-programmer    -- Continuous code review during sprint
6. producer           -- Sprint retrospective with post-sprint hook
7. producer           -- Plans next sprint incorporating learnings

Pattern 6: Milestone Checkpoint

1. producer           -- Runs /milestone-review
2. creative-director  -- Reviews creative progress
3. technical-director -- Reviews technical health
4. qa-lead            -- Reviews quality metrics
5. producer           -- Facilitates go/no-go discussion
6. [All directors]    -- Agree on scope adjustments if needed
7. producer           -- Documents decisions and updates plans

Pattern 7: Release Pipeline

1. producer             -- Declares release candidate, confirms milestone criteria met
2. release-manager      -- Cuts release branch, generates /release-checklist
3. qa-lead              -- Runs full regression, signs off on quality
4. localization-lead    -- Verifies all strings translated, text fitting passes
5. performance-analyst  -- Confirms performance benchmarks within targets
6. devops-engineer      -- Builds release artifacts, runs deployment pipeline
7. release-manager      -- Generates /changelog, tags release, creates release notes
8. technical-director   -- Final sign-off on major releases
9. release-manager      -- Deploys and monitors for 48 hours
10. producer            -- Marks release complete

Pattern 8: Concept Prototype (early — before GDDs)

1. game-designer        -- Defines the hypothesis and success criteria
2. prototyper           -- Scaffolds concept prototype with /prototype
3. prototyper           -- Builds minimal implementation (1-3 days)
4. game-designer        -- Evaluates prototype against criteria
5. prototyper           -- Documents findings in REPORT.md
6. creative-director    -- PROCEED / PIVOT / KILL decision (full mode only)
7. game-designer        -- Informs GDD writing with prototype learnings if PROCEED

Pattern 8b: Vertical Slice (pre-production — after GDDs and architecture)

1. game-designer        -- Confirms slice scope against GDDs
2. prototyper           -- Builds production-quality end-to-end build with /vertical-slice
3. prototyper           -- Conducts internal playtest sessions (minimum 1)
4. prototyper           -- Documents findings in REPORT.md
5. creative-director    -- Go/no-go decision on proceeding to Production (full mode)
6. producer             -- Schedules Production epics/sprints if PROCEED

Pattern 9: Live Event / Season Launch

1. live-ops-designer     -- Designs event/season content, rewards, schedule
2. game-designer         -- Validates gameplay mechanics for event
3. economy-designer      -- Balances event economy and reward values
4. narrative-director    -- Provides seasonal narrative theme
5. writer                -- Creates event descriptions and lore
6. producer              -- Schedules implementation work
7. [implementation by relevant programmers]
8. qa-lead               -- Test event flow end-to-end
9. community-manager     -- Drafts event announcement and patch notes
10. release-manager      -- Deploys event content
11. analytics-engineer   -- Monitors event participation and metrics
12. live-ops-designer    -- Post-event analysis and learnings

Cross-Domain Communication Protocols

Design Change Notification

When a design document changes, the game-designer must notify:

  • lead-programmer (implementation impact)
  • qa-lead (test plan update needed)
  • producer (schedule impact assessment)
  • Relevant specialist agents depending on the change

Architecture Change Notification

When an ADR is created or modified, the technical-director must notify:

  • lead-programmer (code changes needed)
  • All affected specialist programmers
  • qa-lead (testing strategy may change)
  • producer (schedule impact)

Asset Standard Change Notification

When the art bible or asset standards change, the art-director must notify:

  • technical-artist (pipeline changes)
  • All content creators working with affected assets
  • devops-engineer (if build pipeline is affected)

Anti-Patterns to Avoid

  1. Bypassing the hierarchy: A specialist agent should never make decisions that belong to their lead without consultation.
  2. Cross-domain implementation: An agent should never modify files outside their designated area without explicit delegation from the relevant owner.
  3. Shadow decisions: All decisions must be documented. Verbal agreements without written records lead to contradictions.
  4. Monolithic tasks: Every task assigned to an agent should be completable in 1-3 days. If it is larger, it must be broken down first.
  5. Assumption-based implementation: If a spec is ambiguous, the implementer must ask the specifier rather than guessing. Wrong guesses are more expensive than a question.