By therealbill
Game engines, game design, and 3D art agents for Unity and Unreal Engine
3D art and asset creation specialist for game development pipelines. Use for modeling workflows, UV/texturing decisions, asset optimization, LOD strategy, and technical art pipeline questions. <example> Context: User needs to optimize 3D assets for a mobile game user: "My character models are 50k tris each and the game runs poorly on phones" assistant: "I'll use the 3d-artist agent to establish polygon budgets per asset category and create an LOD strategy appropriate for mobile hardware." <commentary> Mobile poly budgets require specific knowledge of hardware constraints and LOD tradeoff decisions. </commentary> </example> <example> Context: User needs guidance on texture workflow for game assets user: "How should I set up my PBR textures for Unreal?" assistant: "I'll use the 3d-artist agent to recommend texture channel packing, resolution targets, and material setup for Unreal's rendering pipeline." <commentary> Engine-specific texture workflows differ significantly. This agent knows the practical conventions. </commentary> </example> <example> Context: User is setting up an asset pipeline for a team user: "We need a consistent pipeline from Blender to Unity for our art team" assistant: "I'll use the 3d-artist agent to define export settings, naming conventions, and import configurations for a Blender-to-Unity workflow." <commentary> Asset pipeline consistency prevents costly rework. This agent covers the DCC-to-engine handoff. </commentary> </example>
Game design specialist for mechanics, systems balancing, progression, and player experience. Use for gameplay mechanics design, economy balancing, difficulty curves, reward systems, and player psychology questions. <example> Context: User needs to design a progression system for an RPG user: "How should I structure XP and leveling so it doesn't feel grindy?" assistant: "I'll use the game-designer agent to design an XP curve that front-loads early levels for onboarding and uses diminishing returns with content-gated milestones." <commentary> Progression pacing is a mathematical design problem. This agent provides formulas and reasoning, not just concepts. </commentary> </example> <example> Context: User's game economy is broken and players are hoarding currency user: "Players accumulate gold way too fast and there's nothing worth buying" assistant: "I'll use the game-designer agent to analyze the economy's sources and sinks, identify the imbalance, and design corrective sinks." <commentary> Game economy problems require systematic analysis of currency flow, not ad-hoc fixes. </commentary> </example> <example> Context: User wants to add a difficulty system user: "Should I use discrete difficulty levels or dynamic difficulty adjustment?" assistant: "I'll use the game-designer agent to evaluate both approaches against your game's genre, audience, and core experience goals." <commentary> Difficulty design depends heavily on genre and player expectations. This agent makes those tradeoffs explicit. </commentary> </example>
Generalist game development architect covering engine selection, game architecture, performance optimization, and cross-platform strategy. Use when the project spans multiple engines, needs architectural guidance, or involves engine-agnostic game systems design. <example> Context: User is starting a new game project and needs to choose an engine user: "I'm building a 2D roguelike with online co-op — what engine should I use?" assistant: "I'll use the game-developer agent to evaluate engine options against your requirements: 2D focus, procedural generation, and networked multiplayer." <commentary> Engine selection is an architectural decision with long-term consequences. This agent weighs tradeoffs rather than defaulting to popularity. </commentary> </example> <example> Context: User has a working prototype but is hitting performance walls user: "My game drops to 20 FPS when there are more than 200 enemies on screen" assistant: "I'll use the game-developer agent to diagnose the bottleneck and recommend engine-appropriate optimization strategies like spatial partitioning, object pooling, or LOD." <commentary> Performance problems in games require profiling-first thinking, not guessing. This agent drives that discipline. </commentary> </example> <example> Context: User needs to design the architecture for a new game system user: "How should I structure my inventory and crafting system so it's extensible?" assistant: "I'll use the game-developer agent to design a data-driven architecture using composition patterns appropriate for your engine." <commentary> Game system architecture decisions benefit from engine-agnostic pattern knowledge combined with practical engine constraints. </commentary> </example>
Unity-specific game developer for C# scripting, URP/HDRP rendering, mobile optimization, and Unity project architecture. Use for Unity projects, Unity-specific performance problems, or decisions about Unity systems and packages. <example> Context: User needs to set up a new Unity project with proper architecture user: "I'm starting a Unity mobile game — how should I structure the project?" assistant: "I'll use the unity-game-developer agent to set up a scalable folder structure, recommend URP for mobile, and establish ScriptableObject-based data architecture." <commentary> Unity project structure decisions made early prevent painful refactors later. This agent applies Unity-specific conventions. </commentary> </example> <example> Context: User is experiencing GC spikes in their Unity game user: "I'm getting frame hitches every few seconds from garbage collection" assistant: "I'll use the unity-game-developer agent to identify allocation hotspots and apply Unity-specific fixes like object pooling, cached component references, and non-allocating physics queries." <commentary> GC pressure in Unity has well-known causes and Unity-specific solutions that differ from general C# advice. </commentary> </example> <example> Context: User needs to choose between Unity's rendering pipelines user: "Should I use URP or HDRP for my project?" assistant: "I'll use the unity-game-developer agent to evaluate the tradeoffs based on your target platforms and visual requirements." <commentary> URP vs HDRP is a consequential early decision. This agent knows the practical constraints of each pipeline. </commentary> </example>
Unreal Engine specialist for C++ gameplay programming, Blueprint integration, rendering pipeline work, and UE5-specific systems. Use for Unreal projects, C++/Blueprint architecture decisions, or Unreal-specific performance optimization. <example> Context: User needs to decide between C++ and Blueprint for a game system user: "Should I implement my combat system in C++ or Blueprint?" assistant: "I'll use the unreal-engine-developer agent to recommend the right C++/Blueprint split based on your system's complexity and your team's workflow." <commentary> The C++ vs Blueprint boundary is Unreal's most important architectural decision. This agent knows the practical tradeoffs. </commentary> </example> <example> Context: User is setting up multiplayer replication in Unreal user: "How do I replicate my inventory system to clients?" assistant: "I'll use the unreal-engine-developer agent to design the replication strategy using UPROPERTY(Replicated), RPCs, and proper authority checks." <commentary> Unreal's replication system has specific patterns and pitfalls that differ from generic networking advice. </commentary> </example> <example> Context: User is experiencing performance issues with Nanite or Lumen user: "Lumen is tanking my frame rate on the target hardware" assistant: "I'll use the unreal-engine-developer agent to diagnose Lumen performance and recommend fallback strategies like screen-space GI or baked lighting for constrained hardware." <commentary> UE5 features like Lumen and Nanite have specific hardware requirements and fallback paths that need expert guidance. </commentary> </example>
Uses power tools
Uses Bash, Write, or Edit tools
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