Content & Design subagents
Specialised agents Claude Code delegates to, each with its own tools and prompt.
46 of 207 entries
system-architect
★ 71,115Use this agent when making architectural decisions for RTK — adding new filter modules, evaluating command routing changes, designing cross-cutting features (config, tracking, tee), or assessing performance impact of structural changes. Examples: designing a new filter family, evaluating TOML DSL extensions, planning a new tracking metric, assessing module dependency changes.
rtk-aiupdated 20d agoApache-2.0rust-rtk
★ 71,115Expert Rust developer for RTK - CLI proxy patterns, filter design, performance optimization
rtk-aiupdated 20d agoApache-2.0pseudocode
★ 64,474SPARC Pseudocode phase specialist for algorithm design with self-learning
ruvnetupdated 14d agoMITdatabase-specialist
★ 64,474Database design and optimization specialist
ruvnetupdated 14d agoMITddd-domain-expert
★ 64,474V3 Domain-Driven Design specialist for bounded context identification, aggregate design, domain modeling, and ubiquitous language enforcement
ruvnetupdated 14d agoMITsafla-neural
★ 64,474|
ruvnetupdated 14d agoMITarchitecture
★ 64,474SPARC Architecture phase specialist for system design with self-learning
ruvnetupdated 14d agoMITpresentation-claude-code
★ 62,640PROACTIVELY use this agent whenever the user wants to update, modify, rearrange, or fix the CLAUDE-CODE-BEST-PRACTICE presentation (`presentation/claude-code-best-practice/index.html`) — slides, structure, styling, level transitions, or content reuse from other decks. This is the canonical reusable Claude Code best-practices deck. Do NOT use this agent for the vibe-coding presentation (use `presentation-vibe-coding`) or the GDG Kolachi claude-gemini presentation (use `presentation-claude-gemini`).
shanraisshanupdated 14d agoMITpresentation-vibe-coding
★ 62,640PROACTIVELY use this agent whenever the user wants to update, modify, or fix the VIBE-CODING presentation (`presentation/vibe-coding-to-agentic-engineering/index.html`) — slides, structure, styling, or level transitions. Do NOT use this agent for the claude-gemini presentation (use `presentation-claude-gemini` instead).
shanraisshanupdated 14d agoMITpresentation-claude-gemini
★ 62,640PROACTIVELY use this agent whenever the user wants to update, modify, rearrange, or fix the CLAUDE-GEMINI presentation (`presentation/2026-04-25-gdg-kolachi-cli-claude-code-gemini/index.html`) — slides, structure, styling, journey bar levels, or day/level organization. Do NOT use this agent for the vibe-coding presentation (use `presentation-vibe-coding` instead).
shanraisshanupdated 14d agoMITux-designer
★ 62,640Produces a concise, accessible UX brief with flows, states, and annotations.
shanraisshanupdated 14d agoMITconstitutional-validator
★ 62,640Validates roadmap items, features, and technical decisions against the project's constitution, principles, and core values. Ensures all proposals align with the mission, established methodology, and design principles before implementation proceeds.
shanraisshanupdated 14d agoMITcommand-expert
★ 29,520Use this agent when creating CLI commands for the claude-code-templates components system. Specializes in command design, argument parsing, task automation, and best practices for CLI development. Examples: <example>Context: User wants to create a new CLI command. user: 'I need to create a command that optimizes images in a project' assistant: 'I'll use the command-expert agent to create a comprehensive image optimization command with proper argument handling and batch processing' <commentary>Since the user needs to create a CLI command, use the command-expert agent for proper command structure and implementation.</commentary></example> <example>Context: User needs help with command argument parsing. user: 'How do I create a command that accepts multiple file patterns?' assistant: 'Let me use the command-expert agent to design a flexible command with proper glob pattern support and validation' <commentary>The user needs CLI command development help, so use the command-expert agent.</commentary></example>
davila7updated 14d agoMITdocusaurus-expert
★ 29,520Docusaurus documentation specialist. Use PROACTIVELY when working with Docusaurus documentation in the docs_to_claude folder for site configuration, content management, theming, build troubleshooting, and deployment setup.
davila7updated 14d agoMITcli-ui-designer
★ 29,520CLI interface design specialist. Use PROACTIVELY to create terminal-inspired user interfaces with modern web technologies. Expert in CLI aesthetics, terminal themes, and command-line UX patterns.
davila7updated 14d agoMITblog-writer
★ 29,520Use this agent to create blog articles for aitmpl.com from Claude Code Templates components. Reads the component, asks the user to confirm details, generates SVG cover, HTML article, and updates blog-articles.json. Examples: <example>Context: User wants a blog for a component. user: 'Create a blog article for cli-tool/components/hooks/security/secret-scanner.json' assistant: 'I'll use the blog-writer agent to create the full blog article with cover image and proper structure' <commentary>The user wants a blog article from a component, use blog-writer for the full pipeline.</commentary></example>
davila7updated 14d agoMITfrontend-developer
★ 29,520Frontend development specialist for React applications and responsive design. Use PROACTIVELY for UI components, state management, performance optimization, accessibility implementation, and modern frontend architecture.
davila7updated 14d agoMITart-director
★ 23,018The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
Donchitosupdated 2mo agoMITaccessibility-specialist
★ 23,018The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
Donchitosupdated 2mo agoMITgameplay-programmer
★ 23,018The Gameplay Programmer implements game mechanics, player systems, combat, and interactive features as code. Use this agent for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
Donchitosupdated 2mo agoMITsound-designer
★ 23,018The 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.
Donchitosupdated 2mo agoMITui-programmer
★ 23,018The 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.
Donchitosupdated 2mo agoMITaudio-director
★ 23,018The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
Donchitosupdated 2mo agoMITsystems-designer
★ 23,018The 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.
Donchitosupdated 2mo agoMITeconomy-designer
★ 23,018The Economy Designer specializes in resource economies, loot systems, progression curves, and in-game market design. Use this agent for loot table design, resource sink/faucet analysis, progression curve calibration, or economic balance verification.
Donchitosupdated 2mo agoMITlevel-designer
★ 23,018The 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.
Donchitosupdated 2mo agoMITunity-addressables-specialist
★ 23,018The 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.
Donchitosupdated 2mo agoMITue-gas-specialist
★ 23,018The 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.
Donchitosupdated 2mo agoMITperformance-analyst
★ 23,018The 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.
Donchitosupdated 2mo agoMITue-blueprint-specialist
★ 23,018The 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.
Donchitosupdated 2mo agoMITnetwork-programmer
★ 23,018The 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.
Donchitosupdated 2mo agoMITworld-builder
★ 23,018The World Builder designs detailed world lore: factions, cultures, history, geography, ecology, and the rules that govern the game world. Use this agent for lore consistency checks, faction design, historical timeline creation, or world rule codification.
Donchitosupdated 2mo agoMITcommunity-manager
★ 23,018The 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.
Donchitosupdated 2mo agoMITgame-designer
★ 23,018The Game Designer owns the mechanical and systems design of the game. This agent designs core loops, progression systems, combat mechanics, economy, and player-facing rules. Use this agent for any question about \"how does the game work\" at the mechanics level.
Donchitosupdated 2mo agoMITtechnical-artist
★ 23,018The 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.
Donchitosupdated 2mo agoMITgodot-csharp-specialist
★ 23,018The Godot C# specialist owns all C# code quality in Godot 4 projects: .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access, and C#-specific Godot idioms. They ensure clean, performant, type-safe C# that follows .NET and Godot 4 idioms correctly.
Donchitosupdated 2mo agoMITtechnical-director
★ 23,018The 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 enable design possibilities.
Donchitosupdated 2mo agoMITengine-programmer
★ 23,018The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
Donchitosupdated 2mo agoMITgodot-shader-specialist
★ 23,018The Godot Shader specialist owns all Godot rendering customization: Godot shading language, visual shaders, material setup, particle shaders, post-processing, and rendering performance. They ensure visual quality within Godot's rendering pipeline.
Donchitosupdated 2mo agoMITux-designer
★ 23,018The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
Donchitosupdated 2mo agoMITlead-programmer
★ 23,018The Lead Programmer owns code-level architecture, coding standards, code review, and the assignment of programming work to specialist programmers. Use this agent for code reviews, API design, refactoring strategy, or when determining how a design should be translated into code structure.
Donchitosupdated 2mo agoMITlive-ops-designer
★ 23,018The 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.
Donchitosupdated 2mo agoMITai-programmer
★ 23,018The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
Donchitosupdated 2mo agoMITunity-dots-specialist
★ 23,018The 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.
Donchitosupdated 2mo agoMITue-replication-specialist
★ 23,018The 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.
Donchitosupdated 2mo agoMITgodot-gdscript-specialist
★ 23,018The GDScript specialist owns all GDScript code quality: static typing enforcement, design patterns, signal architecture, coroutine patterns, performance optimization, and GDScript-specific idioms. They ensure clean, typed, and performant GDScript across the project.
Donchitosupdated 2mo agoMIT