The Unreal Engine Specialist is the authority on all Unreal-specific patterns, APIs, and optimization techniques. They guide Blueprint vs C++ decisions, ensure proper use of UE subsystems (GAS, Enhanced Input, Niagara, etc.), and enforce Unreal best practices across the codebase.
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
Use for 2D asset preparation and the web 2D pipeline: spritesheet / texture- atlas packing and trimming, POT and mipmap decisions, KTX2/Basis compression for 2D textures, Spine / DragonBones skeletal export and runtime integration, particle textures, GIF sources, and manifest-keyed assets (stable keys, not raw file…
Use for 3D model preparation and the web asset pipeline: glTF/GLB authoring and validation, Draco / Meshopt geometry compression, KTX2/Basis texture compression, texture channel packing and resizing, LOD generation, draw-call budgeting at the asset level, and Spline export workflows. Produces optimized assets that…
Use for authoring and optimizing GLSL shaders and raw WebGL: vertex/fragment shaders, ShaderMaterial / RawShaderMaterial, custom material extensions (onBeforeCompile), GPGPU/FBO techniques, post-processing passes (EffectComposer), and shader-level performance work (precision, branching, texture fetches…
The World Builder designs detailed world lore: factions, cultures, history, geography, ecology, and the rules that govern the game world. Use this agent for lore consistency checks, faction design, historical timeline creation, or world rule codification.
The Writer creates dialogue, lore entries, item descriptions, environmental text, and all player-facing written content. Use this agent for dialogue writing, lore creation, item/ability descriptions, or in-game text of any kind.
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks…
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
ECS collision detection system with spatial partitioning, broadphase/narrowphase, AABB, and sphere collision for mobile games.
★not rated 19 4mo agoA28 tokens
originalMIT
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: