technical-artist
Technical artist bridging art and engineering — shaders, VFX, rendering optimization, art pipeline tools, art-to-engine issues.
An agent is a specialist Claude hands a whole job to, with its own tools and its own context.
161 agents across 675 plugins.
Technical artist bridging art and engineering — shaders, VFX, rendering optimization, art pipeline tools, art-to-engine issues.
High-level technical decisions — engine architecture, technology choices, performance strategy, technical risk, cross-system conflicts.
Internal dev tools — editor extensions, content authoring tools, debug utilities, pipeline automation, editor workflow.
Blueprint architecture and Blueprint/C++ boundary — optimization, maintainable graphs. Prevents Blueprint spaghetti, enforces clean BP patterns.
Gameplay Ability System — abilities, gameplay effects, attribute sets, tags, ability tasks, prediction. Prevents common GAS anti-patterns.
Unreal networking — property replication, RPCs, client prediction, relevancy, net serialization, bandwidth. Server-authoritative architecture.
Unreal UI implementation — UMG widget hierarchy, data binding, CommonUI input routing, widget styling, UI optimization.
Implements user interface systems — menus, HUDs, inventory screens, dialogue boxes, UI framework code, screen flow.
Unity asset management — Addressable groups, loading/unloading, content catalogs, remote delivery, asset bundle optimization, fast load times.
Unity Data-Oriented Technology Stack — Entity Component System, Jobs, Burst compiler optimization, hybrid renderer, correct ECS patterns.
Unity rendering — Shader Graph, custom HLSL, VFX Graph, render pipeline customization (URP/HDRP), post-processing within performance budgets.
Authority on Unity-specific patterns and APIs — guides MonoBehaviour vs DOTS/ECS, Unity subsystems including Addressables and Input System.
Unity UI implementation — UI Toolkit (UXML/USS), UGUI Canvas, data binding, runtime UI performance, cross-platform adaptation.
Authority on Unreal-specific patterns and APIs — guides Blueprint vs C++, UE subsystems (GAS, Enhanced Input, Niagara, etc.).
User experience flows, interaction design, information architecture — user flow mapping, interaction pattern design, onboarding, accessibility audits.
World builder for lore — factions, cultures, history, geography, ecology, world rules. Faction design, lore consistency checks.
Writer of player-facing text — dialogue, lore entries, item and ability descriptions, environmental text.
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