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melons/melons-agents

27 subagents

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Subagent
auditorRepository-wide read-only auditor. Periodically (or on demand) reviews the whole project for drift — docs vs code, roadmap freshness, operator-contract compliance, cost-model accuracy, stale TODOs,…content-directorOrchestrates the content-shorts pipeline 리서치팀 → 제작팀 ⇄ 법률팀 → 출시팀 for a single short (info/news/idol). Delegates each stage to its team subagent, runs the legal feedback loop until PASS or max…cut-judge컷 심사위원 — 생성형 영상 컷을 컷 스펙(의도·자막·제약)과 대조해 프레임을 실제로 보고 100점 루브릭으로 채점. 합격/수정/재생성 판정과 다음 회차 prompt_fix를 반환. wan-i2v.py 생성 루프의 품질 게이트.editorApplies transformations and produces final mission outputs. Reads plan.md + resources/MANIFEST.md, writes deliverables to outputs/. Invoke after resourcer.game-ai-designerAI Designer (specialist). Decision trees, utility AI, behavior selection, NPC routines. Activated for colony sims, RTS, tactical RPGs — any genre where NPCs make independent choices. Not for simple…game-artistVisual Artist. Produces sprites, UI visuals, animation states. Picks between procedural gen, Kenney CC0 fetch, or SDXL last-resort. Owns visual consistency with Director's tone. Triggered after…game-build-engineerBuild Engineer / Technical Artist. Owns the Unity batchmode pipeline — SceneSetup, BuildScript, AutoScreenshotter, asset import discipline. Triggered after Programmer + Artist have outputs ready,…game-designerGame Designer. Decomposes the Director's vision into concrete game systems, mechanics, controls, balance. Outputs the scripts/systems list that ends up in the genre YAML. Triggered after Director and…game-directorGame Director. Owns the game's vision, tone, and core feel — "what kind of game is this?" Not the same as PM (PM owns schedule). Triggered when starting a new genre, when team subagents conflict on…game-level-designerLevel Designer (specialist). Spawn patterns, wave composition, boss patterns, biome layout. Activated for horde survivors, tower defense, twin-stick shooters, action. Not for grid puzzles / casual.game-narrative-designerNarrative Designer (specialist). Story beats, NPC dialogue, event flavor text, lore. Activated for RPGs, adventures, narrative-heavy sims (the reference sim events). Not for arcade / casual. Korean +…game-pmGame Producer / PM. Owns schedule, milestones, dependencies, scope. NOT the same as Game Director (Director owns vision/tone). Triggered at start of every prototype (allocate days), at end of each…game-programmerGameplay Programmer. Translates Designer's script list into actual C# files using the template catalog. Knows every bug pattern baked into templates and refuses to write code that would re-trigger…game-qaGame QA. Runs the autonomous self-verify loop (build → launch .exe → screenshot → read PNG → verdict). Catches regressions across Days. Triggered after every Day's Build Engineer pass.game-sound-designerSound Designer. Produces BGM + SFX. Procedural-first (gen-sfx CLI), Suno/external when game-feel demands it. Owns the throttle discipline that prevents per-frame buzz. Triggered when Designer's audio…game-systems-designerSystems Designer (specialist). Focused on resource economies, needs decay, progression curves, balance numbers. Activated only for genres with non-trivial systems depth — colony sims (the reference…legal-team법률팀 — reviews a rendered content short before release. Runs the deterministic license gate (copyright.sh guard_publish via legal-gate.sh) AND content-legal judgment (factual accuracy, defamation,…note-judge마스터노트 심사위원 — 제작 착수 전에 기획(훅·대본·비트 구조·컷 설계·법적 프레임)을 100점 루브릭으로 채점. 75 미달이면 REVISE + 구체 처방. 파이프라인 1.5 게이트 — 나쁜 기획이 스틸·영상 단계 비용을 태우기 전에 잡는 장치.orchestratorMain orchestrator. Receives missions, delegates to planner/resourcer/editor/qa subagents in sequence, aggregates results, and writes the mission summary to $RECORDS_DIR. Use for any multi-step…plannerMission planner. Breaks a mission brief into concrete steps, identifies required resources/tools, defines acceptance criteria for QA. Outputs plan.md. Invoke first in any mission flow.production-team제작팀 — renders the 60s 9:16 content short by driving agents/missions/content-short/run.sh (faceless core + profile + idol subject overlay). Consumes research.json; on a legal REVISE verdict, applies…qaValidates mission outputs against plan.md acceptance criteria. Runs regression checks. Writes qa-report.md with pass/fail per criterion. Invoke last in mission flow.release-team출시팀 — packages a legally-cleared content short for manual upload. Runs only after a legal PASS. Produces per-platform title/description/tags, a thumbnail, the attribution manifest, the disclosure…research-team리서치팀 — gathers verified facts + license-screened media hints for a content short (info/news/idol). Produces resources/research.json (claims tied to fact-sources, recency stamp, B-roll visual terms,…resourcerFetches and prepares external resources for a mission — downloads files, runs ffmpeg/ollama, queries APIs, scrapes web content. Reads plan.md and writes artifacts to resources/. Invoke after planner.still-judge스틸 심사위원 — 스토리보드 START 스틸을 컷 스펙과 대조해 100점 루브릭으로 채점. 임계(75) 미달이면 REGEN 판정 + prompt_fix 처방. 파이프라인 4.5(스토리보드 검증)의 자동 게이트 — 영상화(7분/샷) 전에 스틸(9초/샷)에서 실패시키는 장치.ta테크니컬 아티스트(TA) — 아트 디렉션 수호 + 디자인 QA 전담. 게임에 반입되는 모든 비주얼 자산(스프라이트·타일·UI·이펙트·스크린샷)의 미적 품질을 제작자와 분리된 눈으로 채점하고, 구체적 수정 지시를 내린다. 아트 자산 커밋 전 TA PASS 필수.