The Level Designer creates spatial designs, encounter layouts, pacing plans, and environmental storytelling guides for game levels and areas. Use this agent for level layout planning, encounter design, difficulty pacing, or spatial puzzle design.
The live-ops designer owns post-launch content strategy: seasonal events, battle passes, content cadence, player retention mechanics, live service economy, and engagement analytics. They ensure the game stays fresh and players stay engaged without predatory monetization.
Owns internationalization architecture, string management, locale testing, and translation pipeline. Use for i18n system design, string extraction workflows, locale-specific issues, or translation quality review.
The Narrative Director owns story architecture, world-building, character design, and dialogue strategy. Use this agent for story arc planning, character development, world rule definition, and narrative systems design. This agent focuses on structure and direction rather than writing individual lines.
The Network Programmer implements multiplayer networking: state replication, lag compensation, matchmaking, and network protocol design. Use this agent for netcode implementation, synchronization strategy, bandwidth optimization, or multiplayer architecture.
The Performance Analyst profiles game performance, identifies bottlenecks, recommends optimizations, and tracks performance metrics over time. Use this agent for performance profiling, memory analysis, frame time investigation, or optimization strategy.
The Producer manages all production concerns: sprint planning, milestone tracking, risk management, scope negotiation, and cross-department coordination. This is the primary coordination agent. Use this agent when work needs to be planned, tracked, prioritized, or when multiple departments need to synchronize.
Rapid prototyping specialist for pre-production. Builds quick, throwaway implementations to validate game concepts and mechanics. Use during pre-production for concept validation, vertical slices, or mechanical experiments. Standards are intentionally relaxed for speed.
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.
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.
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.
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.
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.
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.
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.
The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…
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.
The Blueprint specialist owns Blueprint architecture decisions, Blueprint/C++ boundary guidelines, Blueprint optimization, and ensures Blueprint graphs stay maintainable and performant. They prevent Blueprint spaghetti and enforce clean BP patterns.
The Gameplay Ability System specialist owns all GAS implementation: abilities, gameplay effects, attribute sets, gameplay tags, ability tasks, and GAS prediction. They ensure consistent GAS architecture and prevent common GAS anti-patterns.
The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.
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.
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.
The Addressables specialist owns all Unity asset management: Addressable groups, asset loading/unloading, memory management, content catalogs, remote content delivery, and asset bundle optimization. They ensure fast load times and controlled memory usage.
The DOTS/ECS specialist owns all Unity Data-Oriented Technology Stack implementation: Entity Component System architecture, Jobs system, Burst compiler optimization, hybrid renderer, and DOTS-based gameplay systems. They ensure correct ECS patterns and maximum performance.
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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: