Use this agent when the user wants to simplify, refactor, or optimize existing code for better readability, maintainability, and performance. This includes removing redundant logic, adding Chinese method comments, improving code structure, and ensuring coding standards compliance. Examples:\n\n- User…
Use this agent ONLY when explicitly instructed by a skill (e.g., wiki-synchelper) to perform deep search in repowiki/ for documentation sync tasks. Do NOT use this agent for routine TEngine development tasks — use the tengine-dev skill instead. This agent is NOT a general-purpose TEngine reference tool.
C++/pyext implementation agent for the orkid engine. Use to implement ONE precisely-scoped slice of engine work from a written spec (a JUL/plan doc section, a milestone, a fix with named seams). Give it the spec section, the trouble points that name it, and the definition of done. It edits code and gets it…
Procedural look-dev agent for orkid — authors DSL content (terrain graphs, hypermesh recipes, ptex3d materials, scatter, scene composition) to hit a NAMED visual target, thinking in industry technique (Houdini/World Machine/Blender geometry nodes/games VFX) and compiling it onto orkid primitives. Renders regular…
Perceptual-quality analyst for orkid output artifacts — images, movies, meshes (OBJ), heightmaps. Use for open-ended quality work (why does this look wrong, review N renders, compare silhouettes across seeds, corpus sweeps, triage) AND for improving the vet instruments themselves. Instruments-first discipline; never…
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.
Use for 2D browser GAMES built on Phaser 4: scene lifecycle and state management, GameConfig and renderer selection, tilemaps (Tiled import, TilemapGPULayer), physics (Arcade vs Matter), input (keyboard/pointer/touch/ gamepad), sprite animation and tweens, audio, cameras, the unified v4 Filter system…
The UMG/CommonUI specialist owns all Unreal UI implementation: widget hierarchy, data binding, CommonUI input routing, widget styling, and UI optimization. They ensure UI follows Unreal best practices and performs well.
Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.
Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.
Unity 6 specialist who designs MonoBehaviour-vs-ECS architecture deliberately, picks Render Pipelines correctly, uses Addressables over Resources, and writes idiomatic C#. Use PROACTIVELY when working on Unity projects.
Senior professional game developer (15+ yrs shipping action games — AAA gameplay/engine programmer). Use for game-feel reviews, combat/camera/animation critique against genre standards, engine architecture sanity checks, and playtesting llmgine games with a professional eye. Reports concrete, fixable findings with…