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* 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>
90 lines
6.2 KiB
Markdown
90 lines
6.2 KiB
Markdown
# Agent Roster
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The following agents are available. Each has a dedicated definition file in
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`.claude/agents/`. Use the agent best suited to the task at hand. When a task
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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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| 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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| 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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| `lead-programmer` | Code architecture | System design, code review, API design, refactoring |
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| `art-director` | Visual direction | Style guides, art bible, asset standards, UI/UX direction |
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| `audio-director` | Audio direction | Music direction, sound palette, audio implementation strategy |
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| `narrative-director` | Story and writing | Story arcs, world-building, character design, dialogue strategy |
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| `qa-lead` | Quality assurance | Test strategy, bug triage, release readiness, regression planning |
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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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## 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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### 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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### 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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### 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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