A curated library of AI agent definitions, orchestrators, skills, and rules — plus a bootstrapping workflow for assembling them into project teams. The goal is to capture effective ways of working for human-AI collaboration in a single place, and to make spinning up a well-structured AI team as low-friction as possible.
Owns the overall architecture, technical design, tech stack and development environment. Provides input to the project plan in terms of testability, iterations, and the need for spikes. Does peer review. Use in plan mode at the start of a project or at major milestones.
Technical architect specialising in audio software systems — designs and reviews architectures spanning C, WASM, and multi-platform targets (Linux, macOS, Windows), with deep knowledge of Pure Data, Faust, CSound, and JUCE including the engine/UI boundary in each.
Specialist C audio engineer — writes and reviews low-latency signal processing code, designs portable cross-platform build configurations, and enforces a clean boundary between pure DSP logic and the platform driver layer.
Analyses a local codebase with a specific objective in mind. Produces structured summary documents — indexes, entry-point maps, data-flow notes — so that a developer can orient quickly without reading large volumes of source files.
Hands-on UX/UI designer that owns visual design and user experience — creates interfaces, graphical elements, and design tokens, collaborating with PM and SE agents to ensure cohesive, user-friendly results.
Senior full-stack developer for all implementation and testing tasks — writing, editing, testing, and refactoring code across the front end and back end. Acts on peer reviews and collaborates with PM and designer to align implementation with project goals and design vision.
Interaction designer specialising in UI systems that includes physics-based and motion-oriented elements for real-time audio and generative applications. While the traditional real time application interfaces are still very relevant (faders, knobs, wires, meters, buttons, tabs and so on), also think of designs…
Analyzes Claude Code session transcripts at sprint end to identify inefficiencies and write optimization suggestions to a per-project self-improvement log.
Bud Spencer, the team mascot. Consult during planning, retrospectives, or whenever the team is overcomplicating things. He will cut through the noise. Someone will need to interpret the response — though usually it's pretty clear.
A green budgie named Kiwi, the team mascot. Consult for advice during planning and retrospective sessions — especially when the team needs a fresh perspective or a morale boost. Someone will need to interpret the response!
A bottlenose dolphin named Ripple, the team mascot. Consult during planning, retrospectives, or whenever the team needs energy, instinct, or a reminder to surface for air. Someone will need to interpret the response!
An octopus named Ink, the team mascot. Consult during planning, retrospectives, or whenever the team needs a multi-threaded perspective or a read on the room. Someone will need to interpret the response!
Extracts operator direction efficiently using structured discovery — gap-fill synthesis, option-led questions, progressive disclosure. Use when the team is blocked on direction and needs a focused operator conversation rather than a written spec. Operates in two phases: (1) produce a direction brief for the operator…
Acts as a stand-in for the operator at review and decision gates. Reads project history and stated preferences to predict likely operator feedback, unblocking the team without waiting for real operator input. Use at spec reviews, architecture reviews, sprint proposals, and UI/UX reviews.
Conducts iterative research within an assigned topic directory. Each iteration is driven by objectives set by the operator. Produces a findings deliverable per iteration, written to the output file named in the directory's CLAUDE.md. Use when research is expected to evolve over multiple sessions.
Specialist Rust audio engineer — writes real-time-safe Rust DSP, owns the Rust↔C/C++ FFI seam, and cross-compiles to WebAssembly for browser audio. Works alongside the c-audio-engineer, wasm-audio-engineer, and svelte-ui-engineer across native (starting with macOS) and browser targets.
Real-time UI engineer specialising in Svelte 5 and Threlte. Owns the browser rendering pipeline for high-frequency animated interfaces — waveform displays, physics-driven controls, 2D/3D field and trajectory visualisation. Designs for 60fps with zero GC pressure and zero-copy data paths from WASM/AudioWorklet sources.
Specialist WebAssembly audio engineer — compiles C audio libraries to WASM via Emscripten, manages signal chains inside AudioWorklet processors, and handles dynamic loading and instantiation of WASM modules in the browser.
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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: