qa-lead
25Agent
The QA Lead owns test strategy, bug triage, release quality gates, and testing process design. Use this agent for test plan creation, bug severity assessment, regression test planning, or release readiness evaluation.
Agent
The QA Lead owns test strategy, bug triage, release quality gates, and testing process design. Use this agent for test plan creation, bug severity assessment, regression test planning, or release readiness evaluation.
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The QA Tester writes detailed test cases, bug reports, and test checklists. Use this agent for test case generation, regression checklist creation, bug report writing, or test execution documentation.
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Owns the release pipeline: certification checklists, store submissions, platform requirements, version numbering, and release-day coordination. Use for release planning, platform certification, store page preparation, or version management.
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The Security Engineer protects the game from cheating, exploits, and data breaches. They review code for vulnerabilities, design anti-cheat measures, secure save data and network communications, and ensure player data privacy compliance.
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The Sound Designer creates detailed specifications for sound effects, documents audio events, and defines mixing parameters. Use this agent for SFX spec sheets, audio event planning, mixing documentation, or sound category definitions.
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The Systems Designer creates detailed mechanical designs for specific game subsystems -- combat formulas, progression curves, crafting recipes, status effect interactions. Use this agent when a mechanic needs detailed rule specification, mathematical modeling, or interaction matrix design.
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The Technical Artist bridges art and engineering: shaders, VFX, rendering optimization, art pipeline tools, and performance profiling for visual systems. Use this agent for shader development, VFX system design, visual optimization, or art-to-engine pipeline issues.
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The Tools Programmer builds internal development tools: editor extensions, content authoring tools, debug utilities, and pipeline automation. Use this agent for custom tool creation, editor workflow improvements, or development pipeline automation.
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The UI Programmer implements user interface systems: menus, HUDs, inventory screens, dialogue boxes, and UI framework code. Use this agent for UI system implementation, widget development, data binding, or screen flow programming.
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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.
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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.
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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.
Command
A command that reviews recent Git commits and creates a brief of possible lessons to move into a shared AI harness, a reusable set of development instructions and tools.
Command
Command "post-change-runtime-check" from visionTw/godot-ai-harness, covering /post-change-runtime-check, 适用场景, 执行清单 and 输出模板.
Command
A command guide for moving reusable lessons from a Godot game project into a shared AI development toolkit. Godot is a game engine, and a harness is a common set of tools and rules used across projects.
Command
Command "windows-package-local" from visionTw/godot-ai-harness, covering /windows-package-local, 使用说明, 模板步骤, 模板命令示例 and 输出模板.
Cursor rule
A rule that marks the Godot AI harness as active, where a harness is the project layer that connects an AI assistant to Godot workflows. It requires a fixed status line at the beginning of every reply unless quiet mode is requested.
Cursor rule
A set of coding rules for Godot 4.6.2, a game engine, and its GDScript programming language.
Cursor rule
General rules for working on Godot projects, where Godot is a game-development engine. They define how to run checks, record debugging evidence, update development logs, and handle remote changes.
Cursor rule
A workflow guide for testing and debugging Godot projects with MCP tools, which let an agent interact with the game engine. It also describes how to record results in project documents and follow staged checks.
Cursor rule
A development checklist for completing one project phase in a Godot game project. It covers required documents, implementation checks, testing evidence, and a go-or-no-go decision before moving on.
Cursor rule
A runtime check performed after changes to a game project. Runtime means testing the project while it is running rather than only inspecting its files.
Cursor rule
A set of rules for keeping project notes and handoff documents useful across multiple work sessions. It requires contributors to read key files, update plans when scope changes, and record development and testing work.
Skill Claude CodeCodex
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…