| Game Design & Concept Probing | game-design | Game Designer role: interactive /grill-me probing interview, mechanics, controls, art/audio strategy, and GDD.md creation. |
| Ebitengine 2D Game Architecture | ebitengineer | Ebitengine game loop, 16:9 canvas, FSM scene flow, WASM touch, Cloud Run deployment, plus 6 core engine modules: Physics/Collisions (AABB/Spatial Hash), Tilemaps/Autotiling, UI/HUD (9-slice/anchors), Action Mapping, Entity Pools/ECS, and A* Pathfinding/AI. |
| Pure-Code DSP Audio Synthesis | procedural-composer | Zero-asset runtime DSP sound engine (sound.go), YM2612 6-channel polyphony, FM synthesis, ADSR envelopes, JSON sound format, and CLI player (play.go). |
| Generative CD-Quality AI Music | lyria | High-fidelity 44.1 kHz stereo music (lyria-3-clip-preview & lyria-3-pro-preview), custom lyrics, section tags ([Verse], [Chorus]), multimodal image-to-music, and .mp3/.wav export. |
| Pure-Code Procedural 2D Graphics | procedural-art | Pure-code Go texture generation (art.go), 2D matrix transformation math (GeoM), 32-bit RGBA color ramps, non-linear easing, pre-allocated particle pools, and Kage shaders. |
| Generative AI Images & Pixel Art | nano-banana | Conversational image generation via Gemini Nano Banana models (gemini-3.1-flash-image, gemini-3.1-pro-image), pixel art prompts, and character consistency (Anime Dani / Chibi Dani). |
| 2D Sprite Animation (Animator Role) | sprite-animation | Animator subagent role: sprite sheet grid slicing, animation tag state machines, Aseprite .ase/.aseprite parsing, SolarLune/goaseprite integration, and Go controllers. |
| Go Code Quality & Testing | godoctor | Go style guidelines, flat package architecture, smart_build, smart_edit, TestQuery SQL test log analyzer, and Selene mutation testing. |
| Parallel Feature Swarm Orchestration | swarm-coding | Multi-agent parallel task decomposition for full-stack features or large refactorings. |