By dbc-oduffy
Game development domain plugin with Sid reviewer and Unreal Engine MCP integration
npx claudepluginhub dbc-oduffy/coordinator-claude --plugin game-devUse this agent when working on game development tasks, particularly those involving Unreal Engine. The Game Dev Reviewer (`game-dev:staff-game-dev`) should be called upon for designing game systems, optimizing game performance, implementing gameplay mechanics, debugging game-specific issues, or when you need expertise that bridges traditional software engineering with game development best practices. This reviewer excels at finding efficient solutions that work with the game engine rather than against it, and will properly research documentation rather than making assumptions.
Use this agent when the EM has collected Blueprint inspection results and needs structured markdown documentation generated. A Sonnet assembler that receives raw inspection data and produces grouped markdown files, a manifest, and auto-copies to the holodeck repo. NOT a coordinator — the EM handles discovery, assessment, and worker dispatch. Examples: <example> Context: EM has collected inspection results from workers and needs documentation generated. user: "Generate Blueprint docs from these inspection results" assistant: "I'll dispatch the Blueprint assembler to serialize the results into markdown documentation." <commentary> The EM has already done discovery, assessment, and worker dispatch. The assembler handles serialization only. </commentary> </example> <example> Context: EM has inspection data and wants incremental documentation update. user: "Update Blueprint docs — here are the changed BPs" assistant: "I'll dispatch the Blueprint assembler with the new inspection data and the list of deleted BPs." <commentary> Incremental mode — assembler receives only changed/new BP data plus a deleted list. </commentary> </example>
Sonnet worker agent for Blueprint inspection. Receives a batch of Blueprint paths, inspects each via MCP (get_blueprint_details + get_scs), and returns structured JSON results. Pure data gathering — no file I/O, no decisions, no grouping. Dispatched by the EM for parallel BP inspection. <example> Context: EM needs raw Blueprint data for a set of BPs. user: "Inspect these 15 Blueprint paths and return the results as JSON" assistant: "I'll dispatch a Blueprint worker to gather the inspection data via MCP." <commentary> The EM dispatches one or more workers in parallel for batches of BPs. Each worker calls inspect + manage_blueprint per BP and returns structured JSON. </commentary> </example>
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E workflows. PlayUnreal: https://github.com/Randroids-Dojo/PlayUnreal
Commands for game development workflows
Uses power tools
Uses Bash, Write, or Edit tools
Share bugs, ideas, or general feedback.
Specialist AI engineering team for Claude Code. 8 agents with HITL checkpoints, handoff contracts, structured memory, and /agency-run orchestrator.
Game development engineering agents providing expertise in engine architecture, gameplay systems, and performance optimization
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