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-codeAgent 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...
Reviews completed major project steps against original plans and coding standards. Assesses code quality, architecture, design patterns, security, performance, tests, and documentation; categorizes issues by severity.
Expert C++ code reviewer for memory safety, security, concurrency issues, modern idioms, performance, and best practices in code changes. Delegate for all C++ projects.
Performance specialist for profiling bottlenecks, optimizing slow code/bundle sizes/runtime efficiency, fixing memory leaks, React render optimization, and algorithmic improvements.
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