Specialist coordination

AI Agents for Game Development

Maestro leads every session. It brings in one specialist at a time for each part of your request, checks what comes back, and reports to you. Playtests happen when you choose them, and you stay in control of the result.

Meet the Crew

Specialist roles for different parts of the work.

Five agents today, with more to come. Maestro brings in only the specialists a request needs; Plan is a mode you switch on, not another agent.

Leads every session

Maestro

Lead every session.

Reads your request, sends each part to the right specialist one at a time, checks what comes back, and reports the result to you.

  • Leads every session
  • Routes work
  • Checks results

Specialist

Builder

Build the game.

Builds the game itself: mechanics, controls, scenes and the order they come together in. Builder also exports the finished game as a desktop build.

  • Mechanics and controls
  • Scenes
  • Game export

Specialist

Juicer

Make it look, sound and feel great.

Game feel and atmosphere: impact, motion, effects, sound effects, music and character voice lines (synthetic voices), lighting, weather and mood, once a mechanic works.

  • Game feel
  • Sound and music
  • Atmosphere

Specialist

Systems Smith

Remember the state and show it.

Owns game state and the screens that show it: versioned save and load, settings, inventory, progression, menus and HUD, including measuring and clicking through game UI.

  • Game state and saves
  • Menus and HUD
  • UI checks

Specialist

Playtester

Play it when you ask.

Runs the game on request, reproduces what it observes, finds the root cause and makes the minimal fix. It plays only when you choose to send it, or when Auto Playtest is on.

  • Plays on request
  • Root-cause fixes
  • Evidence from play

One task, the right specialist tools

Add a dash ability to an existing player controller.

One illustrative workflow: Maestro brings in Builder, then you decide whether the change gets playtested.

Illustrative request

“Add a dash ability to the existing player controller.”

One at a time

Request

Developer

Defines the desired dash behavior.

Maestro

Leads the session and routes the dash work.

Lead

Brief to Builder

Add the dash to the player controller, check it in the running game, and list what is worth trying in play.

Brief →← Result
Specialist work

Builder

Result returns. Maestro sanity-checks Builder's own verification and passes on anything left open.
Your call

Worth a playtest?

You or Playtester

Try it yourself with a short checklist, send the Playtester, or skip it. With Auto Playtest on, the Playtester goes straight away.

Final destination

Developer review

Inspect the changes and relevant evidence.

EngineForge Cockpit: Maestro assigns the platformer build to Builder, whose tool activity streams in the chat while the Squad panel shows Builder working.
Maestro leads the session and brings in Builder for the build.
EngineForge Cockpit after a build: Maestro lists what is still open, then a Worth a playtest? card offers I will try it, Playtester about 3 minutes, or dismiss, above a checkpoint with Diff and Undo this turn.
After a change to how the game plays, you choose whether it gets playtested.

This example is illustrative. Maestro does not call every specialist, it brings them in one at a time, and some requests it answers itself. A playtest happens only when you choose one on the card or turn on Auto Playtest, which is off by default.

Maestro coordination

Specialist work stays reviewable.

Maestro brings in one specialist at a time, checks the specialist’s own verification, and sanity-checks the result before reporting to you.

Read Maestro coordination details →

Coordination

Maestro leads

One specialist at a time.

Maestro knows the whole Crew and brings in a specialist only when the task needs one, so each piece of work and its evidence stay easy to inspect.

Verification

Specialist-owned

Evidence receives a sanity check.

The specialist reports its verification and what is worth trying in play. Maestro runs sanity checks, relays every caveat, and offers a playtest when a change affects how the game plays.

Plan before you act

Understand first. Act with boundaries.

01 / PLAN

Read-only understanding

Plan is a mode, not an agent. Inspect the project, reason about the request, and break down the work without changing files.

02 / FORGE

Action-enabled work

Let each specialist use the tools of its role, within your Auto-Approve settings.

Review the work

Crew coordination stays visible.

The work does not disappear into an invisible autonomous process. The developer can inspect what changed, what each specialist returned, and what evidence supports the result.

Specialist results

See what each specialist returned to Maestro.

Approvals

Keep applicable action boundaries and decisions visible.

Changes and diffs

Inspect the project changes produced during the work.

Code checkpoints

Review captured code states before deciding what stays.

Specialist verification

Review the evidence each specialist used to check its work.

Maestro sanity checks

Inspect checks, blockers, and the caveats Maestro relays.

Playtest choice

See whether you tried it, sent the Playtester, or skipped the playtest.

Shared abilities

What the Crew can reach for.

  • Search the web and read web pages
  • Generate sound effects, music and synthetic voice lines for game characters, with no voice cloning (uses credits)
  • View images and screenshots
  • Copy files into the project
  • Review motion as a filmstrip of frames
  • Report runtime errors the game left behind
  • Register Godot autoloads

Choose the next step

Bring the right specialist into the work.

Explore the Crew in detail or download EngineForge to see the workflow in the platform.

Maestro coordination →