The juice/game-feel engineer on the game-build-team. Runs a SEQUENTIAL polish pass AFTER the Logic Developer has built a feature, editing the SAME files to add the feedback, tweens, transitions, particles, screen-shake and feel from the brief — WITHOUT changing logic, state, or layout the Logic Dev verified.…
The systems build machine on the game-build-team. A veteran Godot 4 / GDScript gameplay + systems engineer who implements a feature's LOGIC — state, economy, simulation, data, input — from the brief + spec against the project design contract, reusing existing autoloads/systems (never duplicating), and makes the script…
The correctness gate on the game-build-team — RAPID by default. An expert in Godot testing AND game UX who runs a full regression of every delivery — headless GDScript suite green, the running feature checked against the design contract (the fast source-render simulation by default; --deploy reserved for inherently…
Repair Godot scene / resource files corrupted by bad merges or careless refactors. Resolves <<<<<<< conflicts in .tscn / .tres, fixes broken [extresource] / [subresource] IDs, repairs UID drift (uid://...), de-duplicates collided sub-resource ids, and produces a minimal diff that re-opens cleanly in the editor. Use…
Post-batch integration gate. Reads the orchestrator state block, verifier verdicts, and test results for a completed milestone, runs a smoke test of the project's main scene via godot --headless --quit-after 1 (with --check-only as a no-video-context fallback), and emits a single integration report. Refuses to mark a…
Decompose a milestone or multi-file feature into parallel subagent tasks. Reads the approved design artifacts (GDD + plan for greenfield, OR feature-spec + feature-plan for features on existing games), dispatches workers in parallel, aggregates short summaries, and routes outputs to file-verifier. Never writes code…