Files
Claude-Code-Game-Studios/.claude/docs/agent-roster.md
T
DonchitosandClaude Opus 5.5 b21fa0f7f2 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
2026-09-29 21:32:19 +10:00

6.0 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.

Which model an agent runs on is set by the model: line in its own file; model-tiers.md lists the agents that pin one. Every other agent runs on the session's model.

Tier 1 -- Leadership Agents

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

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

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

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

Engine Leads

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

Unreal Engine Sub-Specialists

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

Unity Sub-Specialists

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

Godot Sub-Specialists

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