A full game development pipeline — GDD to architecture — built from scratch with 9-phase Agentity training. 84/84 tests passed. 0 personality drift.
An indie game developer needed a team of AI specialists — not one generic chatbot, but seven coordinated agents covering the full pipeline from design documents to Godot prototyping. Each agent needed domain knowledge deep enough to make expert-level decisions and give expert-level feedback, not generic advice. The agents also had to work together: handoffs between GDD Writer and Mechanics Designer, between Mechanics Designer and Balance Simulator, between Godot Developer and Juice Designer.
Each of the 7 agents was built individually through our 9-phase methodology:
| Agent | Domain |
|---|---|
| GDD Writer | Game design documents (Fullerton + Burgun frameworks) |
| Mechanics Designer | Formal mechanics analysis and design |
| Balance Simulator | Numerical balance modeling (damage, economy, progression) |
| Godot Developer | Godot 4.x prototyping with pattern-based architecture |
| Playtester | Evidence-based gameplay problem investigation |
| Juice Designer | Game feel consulting (screen shake, ADSR, audio feedback) |
| Game Architect | System architecture (6-layer patterns, SOLID for Godot) |
All 7 agents deploy via .cursorrules in Cursor IDE with file-based handoffs between them.
| Metric | Value |
|---|---|
| Agents delivered | 7 |
| Deliverable files | 81 |
| Lines of structured content | ~16,400 |
| Research findings integrated | 619+ |
| Uncertainties tracked and resolved | 667 |
| Tests passed | 84 / 84 |
| Personality drift | 0 |
Every uncertainty was logged and resolved — 667 doubts tracked across the project. Every claim traces to a verified source — 619+ research findings, not LLM-generated knowledge.
The GDD Writer alone caught 4 errors in its original spec during the synthesis phase. Without the cross-referencing step, those errors would have propagated into all downstream agents.
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