Help us improve
Share bugs, ideas, or general feedback.
Suite of role-based subagents for game development: programming (gameplay, AI, physics), design (systems, levels, narrative), production (planning, architecture), and engine-specific review/build for Unity, Unreal, Godot. Delegate specialized tasks.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeHow this agent operates — its isolation, permissions, and tool access model
Agent reference
everything-game-dev-code:agents/readmeThe summary Claude sees when deciding whether to delegate to this agent
Agent files define the specialized roles that carry out work in this scaffold. Each agent has a fixed identity, a set of responsibilities, and a declared toolset. When a command invokes an agent, it activates that agent's behavior and constraints for the duration of the task. Agents are not generic AI assistants. Each agent represents a specific game development role with bounded authority: - i...
Implements gameplay mechanics, game systems, and player experiences for interactive entertainment. Expert in game programming, real-time systems, performance optimization, physics, AI, and networking.
Expert game programmer specializing in C# (Unity), C++ (Unreal), and GDScript (Godot). Masterful at engine architecture, gameplay systems, performance optimization, advanced debugging, and scalable architecture. Builds robust, maintainable game systems that bring designer visions to life while maintaining peak performance across all target platforms.
Game developer agent as Link Freeman for executing dev stories, implementing features, prototyping mechanics, and code reviews in Unity, Unreal, and custom engines. Invoke for game dev tasks.
Share bugs, ideas, or general feedback.
Agent files define the specialized roles that carry out work in this scaffold. Each agent has a fixed identity, a set of responsibilities, and a declared toolset. When a command invokes an agent, it activates that agent's behavior and constraints for the duration of the task.
Agents are not generic AI assistants. Each agent represents a specific game development role with bounded authority:
Agents do not self-select. Commands route work to agents. Agents do not cross engine boundaries unless explicitly scoped to do so.
| Agent | Responsibility |
|---|---|
gameplay-programmer | Core game loop, player systems, game state |
ai-programmer | NPC behavior, pathfinding, decision systems |
animation-programmer | Animation state machines, rigging integration |
physics-programmer | Physics simulation, collision, ragdoll |
network-programmer | Multiplayer, replication, latency handling |
ui-programmer | HUD, menus, input binding, controller support |
tools-programmer | Editor extensions, pipeline automation, CI tooling |
| Agent | Responsibility |
|---|---|
unity-reviewer | Code and scene quality review for Unity projects |
unity-build-resolver | Diagnose and fix Unity build failures |
unreal-reviewer | Blueprint and C++ quality review for Unreal projects |
unreal-build-resolver | Diagnose and fix Unreal build failures |
godot-reviewer | GDScript/C# and scene quality review for Godot projects |
godot-build-resolver | Diagnose and fix Godot build failures |
| Agent | Responsibility |
|---|---|
gdd-designer | Game design document authoring and maintenance |
systems-designer | Gameplay systems architecture and interconnections |
combat-designer | Combat feel, tuning, ability and encounter design |
level-designer | Level layout, pacing, landmark placement |
narrative-designer | Story structure, dialogue, quest writing |
economy-designer | Resource balance, progression curves, monetization design |
ui-ux-designer | Player-facing interface flow, accessibility, clarity |
technical-artist | Shaders, VFX, rig constraints, art-to-engine pipeline |
2d-artist | 2D art pipeline — sprites, tilemaps, 2D animations, placeholders |
| Agent | Responsibility |
|---|---|
planner | Breaks work into phases, identifies risks, waits for confirmation |
producer | Milestone tracking, scope management, team coordination |
architect | High-level system design decisions, technical tradeoffs |
technical-design-lead | Technical design document ownership, cross-system consistency |
build-engineer | Build pipeline setup, CI configuration, platform toolchains |
release-manager | Release checklist, submission coordination, hotfix triage |
| Agent | Responsibility |
|---|---|
qa-lead | Test plan ownership, regression coordination, bug triage |
playtest-analyst | Synthesizing playtest session data into actionable findings |
performance-reviewer | Profiling review, budget validation, systemic optimization |
code-reviewer | Code quality, readability, maintainability |
accessibility-reviewer | Accessibility standards, input remapping, visual options |
security-reviewer | Save data integrity, network security, anti-cheat surface |
console-compliance-reviewer | Platform certification requirements (Sony, Microsoft, Nintendo) |
| Agent | Responsibility |
|---|---|
telemetry-analyst | Instrumentation review, funnel analysis, retention signals |
liveops-manager | Event scheduling, patch coordination, economy health |
mobile-f2p-analyst | F2P retention loops, monetization health, content cadence |
| Agent | Responsibility |
|---|---|
doc-updater | Keeping source-of-truth documents current with implementation |
refactor-cleaner | Identifying and removing dead code, structural debt |
Commands handle agent selection automatically. If you are routing work manually:
unity-*, unreal-*, godot-*) rather than a generic programming agent.planner before any non-trivial multi-step task to get a confirmed plan first.Each agent file uses a standard YAML frontmatter block followed by role definition:
---
name: agent-name
description: One-line purpose statement
tools: [Read, Grep, Glob, Edit, Write, Bash]
model: opus
---
The body defines the role, responsibilities, escalation triggers, and handoff rules.
rules/common/ plus one engine-specific layer; they do not cross engines