Build/infrastructure engineer for the OBT toolchain and staging environments — obt.dep. dep builds, staging folders (/.staging-), venv layout (binpub→venv manual copy), cross-staging env hygiene, obtnet node environment setup, CMake/toolchain issues. Use for "why won't this dep/staging/toolchain build or resolve"…
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…
Verification agent for orkid engine work. Use after an implementation slice to run a named battery — builds (with lying-rc defense), pyext tests, canaries, bounded scene runs, fleet jobs via obtnet, artifact byte-identity/idiff/histogram comparisons — and return a verdict-first report. Give it an explicit list of…
Read-only reconnaissance agent for the orkid engine. Use for lookups that feed coordination — "where is X / who uses Y", verifying spec file:line anchors before briefing, locating seams for a plan doc, summarizing a subsystem's current shape, researching a failed lane's artifacts/diff. Returns file:line-cited…
High-effort planning/curation aide to any coordinator (hub or sub) — digests long specs/ledgers/tasksets, produces decompositions, seat briefs, disposition tables, and plan docs. Use when planning work needs deep reading or judgment but NOT engine implementation (engine-implementer), verification (gate-runner), or…
SUB coordinator — a seat-scoped coordinator on its own machine, working under a HUB coordinator on another machine. Runs its seat's lane with the full subagent discipline (engine-implementer/gate-runner/vet/scout), works from hub briefs delivered to /coordination/inbox plus direct owner instruction. Never loads a…
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…