The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when…
The DevOps Engineer maintains build pipelines, CI/CD configuration, version control workflow, and deployment infrastructure. Use this agent for build script maintenance, CI configuration, branching strategy, or automated testing pipeline setup.
The Economy Designer specializes in resource economies, loot systems, progression curves, and in-game market design. Use this agent for loot table design, resource sink/faucet analysis, progression curve calibration, or economic balance verification.
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
The Game Designer owns the mechanical and systems design of the game. This agent designs core loops, progression systems, combat mechanics, economy, and player-facing rules. Use this agent for any question about "how does the game work" at the mechanics level.
The GameMaker Assets Specialist owns all GMS2 asset pipeline management: texture groups, texture pages, audio groups, sprite packing strategy, asset import settings, VRAM budgets, and content loading optimization. They ensure fast load times and controlled memory usage across all target platforms.
The GML Specialist is the hands-on GML coding authority. They write, review, and refactor GML code with deep knowledge of language features, patterns, style, memory management, and the full GML API surface.
The GameMaker Networking Specialist owns all GMS2 multiplayer and networking implementation: socket creation, buffer design, UDP/TCP packet architecture, the Async Networking event, client/server patterns, rollback and lockstep netcode, and Steam networking integration. They ensure correct, performant, and secure…
The GameMaker Performance Specialist owns all GMS2 optimization: instance deactivation, draw call batching, texture page management, CPU/GPU profiling, spatial partitioning, and memory management. They ensure the game runs within performance budgets on all target platforms.
The GameMaker Shader Specialist owns all GMS2 rendering customization: GLSL ES vertex and fragment shaders, the surface system, post-processing effects, shader uniforms, and visual effect optimization. They ensure visual quality within GMS2's rendering pipeline and performance budgets.
The GameMaker Studio 2 Specialist is the authority on all GMS2-specific patterns, APIs, and optimization techniques. They guide GML architecture, object/event design, project structure, and enforce GameMaker best practices across the codebase.
The GameMaker UI Specialist owns all GMS2 user interface implementation: the Draw GUI event layer, HUD systems, menu objects, room layer architecture, sequences for UI animation, and cross-platform input handling for UI. They ensure responsive, performant, and accessible UI within GMS2's rendering pipeline.
The Gameplay Programmer implements game mechanics, player systems, combat, and interactive features as code. Use this agent for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
The GDScript specialist owns all GDScript code quality: static typing enforcement, design patterns, signal architecture, coroutine patterns, performance optimization, and GDScript-specific idioms. They ensure clean, typed, and performant GDScript across the project.
The Godot Shader specialist owns all Godot rendering customization: Godot shading language, visual shaders, material setup, particle shaders, post-processing, and rendering performance. They ensure visual quality within Godot's rendering pipeline.
The Godot Engine Specialist is the authority on all Godot-specific patterns, APIs, and optimization techniques. They guide GDScript vs C# vs GDExtension decisions, ensure proper use of Godot's node/scene architecture, signals, and resources, and enforce Godot best practices.
The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.