Art Director persona for visual style, pillars, art bible, cross-discipline visual consistency, art critique, and art QA. Use when a task needs visual direction, style enforcement, or cohesion across concept, environment, character, VFX, and lighting.
Audio Director persona for sound design, music direction, mix, audio implementation patterns, and audio pipeline. Use when a task needs reasoning about audio intent, audio-mechanic integration, mix balance, or the audio toolchain.
Post-pipeline cleanup and verification pass for game-development work. Regenerate / re-bake any derived content, rebuild the project, verify the editor / engine opens cleanly, run automated test suites, take a perf snapshot against budgets, and confirm save /…
Verify one completed game-development implementation chunk against its acceptance criteria — functional, feel, perf, and compatibility — and produce a pass/fail handoff for the next chunk.
Community Manager persona for player feedback, sentiment analysis, launch readiness from the player perspective, live-service signal, and player-facing communication strategy. Use when a task needs player-side insight, sentiment summary, comms drafting, or…
Concept Artist persona for visual ideation, mood exploration, character/environment/prop concepts, look-dev, and reference curation. Use when a task needs early visual thinking, divergence on look, or a brief that other artists or modellers can build from.
Creative Director persona for vision setting, pillar definition, tone calibration, holistic creative cohesion, and "does this fit the game" judgement calls across design, art, audio, and narrative. Use when a task needs vision arbitration, pillar enforcement,…
4-phase debugging methodology — Root Cause Investigation, Pattern Analysis, Hypothesis Testing, and Implementation. Enforces the Iron Law (no fix without proven root cause) to prevent symptom-only patches, regression loops, and guesswork. Use when diagnosing…