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buiphucminhtam/forgewright

v8.7.0

Provider-neutral software production system with proportional engineering workflows, specialist skills, evidence gates, bounded parallel execution, and local-first automation.

3d-spatial-engineer

[production-grade internal] Expert in 3D spatial design, coordinate transformations, blockout workflows, and engine-level performance optimizations. Maintains structural coherence and optimization budgets across 3D pipelines. Routed via the production-grade orchestrator (Game Build mode).

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accessibility-engineer

[production-grade internal] Audits and implements web/mobile accessibility — WCAG 2.2 AA/AAA compliance, screen reader support, keyboard navigation, color contrast, ARIA patterns, and assistive technology testing. Routed via the production-grade orchestrator (Harden mode).

ai-behavior-engineer

[production-grade internal] Designs and implements game AI behavior systems — behavior trees, GOAP (Goal-Oriented Action Planning), utility AI, state machines, pathfinding, perception, and decision-making frameworks for NPCs and non-player entities. Integrates with all engine-specific skills (Unity/Unreal/Godot). Routed via the production-grade orchestrator (Game Build mode).

ai-engineer

Builds production AI/ML systems — model training, fine-tuning, MLOps pipelines, model serving, evaluation frameworks, RAG optimization, and agent orchestration at scale. Use when the user asks to build, train, or deploy ML models, set up MLOps pipelines, optimize RAG systems, create inference endpoints, or design production AI agents.

animation-engineer

[production-grade internal] Implements game animation systems — skeletal animation, blend trees, procedural animation, IK (Inverse Kinematics), animation state machines, ragdoll physics, cloth simulation, and character rigging. Integrates with Unity/Unreal/Godot animation systems. Routed via the production-grade orchestrator (Game Build mode).

api-designer

Designs production-grade APIs — REST, GraphQL, gRPC, and AsyncAPI patterns including pagination, versioning, error handling, rate limiting, and API governance. Use when the user asks to design APIs, create endpoints, build an API layer, write OpenAPI specs, or needs help with REST/GraphQL/gRPC service design.

art-director

Direct and govern a production visual system across game art, product visuals, UI themes, characters, environments, props, illustration, motion, and generated asset families. Use for art direction, Style DNA, style frames, color scripts, shape language, visual hierarchy, material and lighting rules, family bibles, visual consistency, generation contracts, art reviews, and production-readability gates after a concept direction has been selected.

auto-publish

[production-grade internal] Specialist for automating build and publish processes for mobile platforms (iOS and Android). Scaffolds EAS local build configs, manages keystore templates, configures store metadata, and runs local-to-store publishing pipelines.

autonomous-testing

[production-grade] Implements autonomous testing and self-healing workflow. After code generation, automatically runs tests (unit, integration, visual, E2E), detects bugs, attempts auto-fix, and continues development. Requires: Vitest, Playwright (VRT via Docker), LLM access.

backend

Routing alias for backend development work. Delegates all execution to the software-engineer skill. Use when the user says "backend" without specifying a particular skill.

build-release-engineer

[production-grade internal] Implements game build and release pipeline — CI/CD automation, platform-specific builds (Steam, Epic, iOS, Android, Console), signing/certificates, build optimization, crash reporting, and automated testing across platforms. Routed via the production-grade orchestrator (Game Build mode).

business-analyst

[production-grade internal] Receives, evaluates, and validates client information before action — structured elicitation, critical evaluation, feasibility analysis, and information completeness gatekeeping. Ensures requirements are complete, consistent, and feasible before handing off to Product Manager. Routed via the production-grade orchestrator.

code-quality-engineer

Consolidated code quality skill combining debugging, code review, and QA testing. Provides systematic root-cause analysis, architecture conformance checks, test strategy, and bug reporting. Ensures every feature meets quality bar. Combines: debugger + code-reviewer + qa-engineer

code-reviewer

Use for code or pull-request review, architecture conformance, maintainability, performance, anti-pattern, or technical-debt assessment.

code-reviewer-go
code-reviewer-python
code-reviewer-rust
concept-artist

Develop distinct, production-aware visual concepts for characters, creatures, environments, props, keyframes, worlds, products, UI themes, and game identities. Use for concept art, visual development, art-style exploration, moodboards, thumbnails, silhouette studies, shape-language exploration, visual direction options, design callouts, and concept packets before Art Director locks the final Style DNA.

conversion-optimizer

[production-grade internal] Audits and optimizes conversion funnels, implements CRO best practices for signup/onboarding/paywall/forms, designs A/B test experiments, builds growth loops, and prevents churn. Activated in the GROW phase alongside Growth Marketer. Routed via the production-grade orchestrator.

data-engineer

Builds data infrastructure — ETL/ELT pipelines, data warehousing, stream processing, data quality, orchestration (Airflow/Dagster), and analytics engineering (dbt). Use when the user asks to build data pipelines, set up ETL/ELT workflows, design a data warehouse, configure stream processing, or implement analytics engineering with dbt, Airflow, or Dagster.

data-scientist

[production-grade internal] Full-spectrum AI engineering — LLM optimization, RAG pipeline design, vector database architecture, AI agent orchestration, ML pipeline management, evaluation frameworks, and cost modeling. Routed via the production-grade orchestrator.

database-engineer

[production-grade internal] Designs and optimizes database systems — schema design, query optimization, migration management, indexing strategy, scaling patterns, and multi-database architecture. Routed via the production-grade orchestrator.

debugger

Use when the user reports a bug, crash, exception, broken behavior, failing test, regression, or performance degradation.

devops

Use for local-first CI/CD, build or release gates, containers, packaging, deployment scripts, publishing, or operational automation.

eval-engineer
forgewright

Use when doing substantive software engineering, debugging, testing, review, release, or multi-step product work with the Forgewright plugin installed.

frontend

Routing alias for frontend development work. Delegates all execution to the frontend-engineer skill. Use when the user says "frontend" without specifying a particular skill.

frontend-engineer

[production-grade internal] Builds web frontends — React/Next.js components, pages, design systems, state management, typed API clients. Includes Server Components, PWA, edge rendering, and web animation patterns. Routed via the production-grade orchestrator.

fullstack-engineer

Consolidated web engineering skill combining backend and frontend development. Implements backend services, APIs, business logic, and web frontends (React/Next.js). Includes clean architecture, TDD, error handling, and state management patterns. Combines: software-engineer + frontend-engineer

game-accessibility-engineer

[production-grade internal] Game accessibility specialist ensuring games are playable by everyone, including users with visual, auditory, motor, and cognitive disabilities. Implements WCAG 2.1 AA compliance, game-specific accessibility features (difficulty settings, input remapping), and inclusive design practices. Routed via the production-grade orchestrator (Game Build mode).

game-asset-vfx

[production-grade internal] Quality standards and production patterns for game assets and VFX. Covers procedural sprite generation, particle effects, screen effects, UI polish, background design, audio-visual sync, and visual feedback systems. Focused on web/Phaser 3 games but principles apply to any 2D engine. Triggers on: "game assets", "sprite quality", "VFX quality", "visual polish", "game juice", "particle effects", "screen shake", "game feel", "art quality", "generateTexture", "procedural art", "game aesthetics", "premium visuals", "UI helpers", "design tokens", "audio feedback", "game audio sync". Routed via the production-grade orchestrator (Game Build mode).

game-audio-engineer

[production-grade internal] Designs and implements game audio systems — spatial audio, adaptive music, sound design, audio middleware (Wwise/FMOD), and mix management. Creates immersive soundscapes that reinforce gameplay. Routed via the production-grade orchestrator (Game Build mode).

game-designer

[production-grade internal] Designs gameplay systems, core loops, economy balancing, GDD authoring, mechanic specifications, and player progression. Engine-agnostic — produces design documents consumed by Unity/Unreal/Godot engineers. Routed via the production-grade orchestrator (Game Build mode).

game-engineer

Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 3, Three.js) based on project requirements. Provides unified game development workflow.

goal-driven

Autonomous goal-pursuit workflow for Forgewright. Inspired by Codex /goal and Claude Code /goal. Set a goal once, and Forgewright works continuously until the condition is met — no need to prompt each step.

godot-engineer

[production-grade internal] Builds Godot Engine games with GDScript/C# — scene tree architecture, signal-based communication, shader language, multiplayer networking, and export configuration. Routed via the production-grade orchestrator (Game Build mode).

godot-multiplayer

[production-grade internal] Implements Godot multiplayer networking — MultiplayerSpawner/Synchronizer, ENet/WebSocket/WebRTC, server-authoritative logic, client prediction, and lobby systems. Routed via the production-grade orchestrator (Game Build mode).

growth-marketer

[production-grade internal] Plans and executes go-to-market strategy, content marketing, SEO optimization, launch campaigns, copywriting, email sequences, social content, and analytics tracking. Activated in the GROW phase after SHIP. Routed via the production-grade orchestrator.

instinct-system

Continuous learning system that observes every tool call, learns project patterns, and proactively suggests optimizations. Hook-based, GDPR-aware, and designed to add < 50ms latency to any tool execution.

interaction-designer

[production-grade internal] Designs interaction specifications — component state machines, micro-interactions, behavioral flows, feedback systems, and motion design specs. Bridges the gap between UX Research (what users need) and UI Design (how it looks). Produces interaction specs that Frontend Engineers can implement precisely. Routed via the production-grade orchestrator (Design mode).

level-designer

[production-grade internal] Designs game levels, encounters, environmental storytelling, pacing, and spatial puzzles. Engine-agnostic — produces level design documents and blockout specifications consumed by engine engineers. Routed via the production-grade orchestrator (Game Build mode).

liveops-engineer

[production-grade internal] Implements live operations infrastructure — server architecture, event/season management, A/B testing, analytics, player data pipelines, CDN strategies, hotfixes, and continuous content delivery for live games. Routed via the production-grade orchestrator (Game Build mode).

llm-tester

[production-grade user-facing] LLM Evaluation & Red-Teaming Specialist. Configures, scaffolds, and runs promptfoo tests to systematically test, evaluate, and audit the safety and quality of LLM applications.

mcp-generator

Auto-generates a project-specific MCP server that exposes codebase intelligence (GitNexus graph, project profile, conventions) as MCP Tools, Resources, and Prompts — enabling any MCP-compatible AI client to understand the project.

memory-manager

Persistent project memory using SQLite + FTS5 + BM25. Fast, zero dependencies (stdlib only), production-ready. Progressive disclosure with 3 layers (compact/index/detailed).

mobile-engineer

[production-grade internal] Builds cross-platform mobile applications using React Native or Flutter — screens, navigation, native integrations, platform-specific adaptations, and app store preparation. Conditional skill — only activated when BRD includes mobile requirements. Routed via the production-grade orchestrator.

mobile-tester

[production-grade internal] AI-powered mobile device testing specialist. Connects to Android (ADB) and iOS (WebDriverAgent) devices to automatically write and execute UI test cases using vision-based AI (Midscene.js) AND deterministic code-based automation (Appium/WebdriverIO). Activated when user wants to test on real mobile devices. Routed via the production-grade orchestrator.

narrative-designer

[production-grade internal] Designs narrative systems — branching dialogue, character voice, lore architecture, environmental storytelling, and narrative-gameplay integration. Uses Ink/Yarn/generic dialogue formats. Routed via the production-grade orchestrator (Game Build mode).

notebooklm-researcher

[production-grade internal] Uses an available NotebookLM MCP/CLI adapter for source-grounded research, source discovery, and knowledge synthesis. Triggers on: "research", "deep research", "find sources", "notebook", "NotebookLM", "summarize", "study materials", "generate quiz", "generate flashcards", "generate report", "generate podcast", "generate slides", "generate infographic", "source discovery", "web research". Routed via the production-grade orchestrator (Research/Explore mode).

parallel-dispatch

Orchestrates parallel task execution using git worktrees. Analyzes the task dependency graph, generates Task Contracts for each worker, spawns isolated Gemini CLI instances in separate worktrees, validates outputs, and merges results back into the main branch. Used by the production-grade orchestrator when parallel mode is selected.

performance-engineer

[production-grade internal] Performance testing, profiling, and optimization — load testing, latency analysis, memory profiling, database query optimization, Core Web Vitals, and capacity planning. Routed via the production-grade orchestrator (Optimize mode).

phaser3-engineer

[production-grade internal] Builds Phaser 3 HTML5 web games with production-quality TypeScript/JavaScript architecture — modular scene management, event-driven state machines, ECS-optional patterns, object pooling, and VFX integration. Implements gameplay systems from Game Designer specs. Routed via the production-grade orchestrator (Game Build mode).

physics-engineer

[production-grade internal] Expert in game physics engines, rigidbodies, colliders, framerate-independent calculations, raycasting, collision matrices, and physics optimization. Ensures stable, realistic, and highly performant physics interactions across Unity, Unreal, and Godot.

polymath

[production-grade internal] Thinking partner when you're unsure what to build or how — explores ideas, researches options, helps decide before committing to code. Routed via the production-grade orchestrator.

product-manager

[production-grade internal] Turns product ideas and business goals into formal requirements — BRD, user stories, acceptance criteria, prioritization, metrics frameworks, A/B test design, and competitive analysis. Routed via the production-grade orchestrator.

production-grade

Orchestrates software engineering work — build apps, add features, fix bugs, refactor code, review PRs, write tests, deploy services, audit security, design architecture, generate docs, optimize performance, debug issues, or explore ideas. Any coding or development request gets routed to the right specialized skills automatically.

project-manager

[production-grade internal] Manages project execution — sprint planning, task breakdown, velocity tracking, stakeholder updates, risk management, retrospectives, OKR/KPI integration, AI-powered automation, and async team coordination. Powered by agentic AI for autonomous project operations. Routed via the production-grade orchestrator (cross-cutting).

prompt-engineer

[production-grade internal] Designs, optimizes, and evaluates AI prompts — system prompts, chain-of-thought, few-shot examples, evaluation frameworks, prompt versioning, and cost optimization. Activated for AI-heavy features. Routed via the production-grade orchestrator.

prompt-optimizer

[production-grade internal] DSPy-powered algorithmic prompt optimizer. Evaluates failing skill plans and uses DSPy compilers (e.g. BootstrapFewShot) to algorithmically search for the optimal prompt and few-shot examples that maximize pass rates.

qa-engineer

Use for test strategy, test-case design, regression coverage, acceptance verification, bug reporting, or quality-risk assessment.

roblox-engineer

[production-grade internal] Builds Roblox experiences — Luau scripting, Roblox Studio tooling, experience design, DataStore persistence, avatar systems, monetization, and moderation. Routed via the production-grade orchestrator (Game Build mode).

security-engineer

[production-grade internal] Audits code for security vulnerabilities — OWASP top 10, auth flaws, injection, data exposure, dependency risks, AI/LLM security, pen testing, threat modeling, and compliance automation. Routed via the production-grade orchestrator.

skill-maker

Creates and improves Forgewright skills through interview, writing, testing, and iteration. Use when user asks to create, improve, or audit skills. Triggers on: "make a skill", "build a skill", "create a skill for...", "improve this skill", "audit skills", "skill quality check". Routed via the production-grade orchestrator.

software-engineer

Use for backend, API, service, or business-logic feature work, bounded bug fixes, and implementation refactors routed through the production pipeline.

software-engineer-go
software-engineer-python
software-engineer-rust
solution-architect

[production-grade internal] Designs system architecture when you need to decide tech stack, API contracts, data models, or infrastructure shape. Routed via the production-grade orchestrator.

sre

[production-grade internal] Makes systems reliable in production — SLOs, monitoring, alerting, chaos engineering, incident runbooks, capacity planning. Routed via the production-grade orchestrator.

strategic-compaction

Detects logical breakpoints in conversations where context compaction makes sense. Fires automatically at session end to evaluate context state. Triggers include: research milestone completion ("ok", "clear", "got it"), failed approaches (3+ attempts), complex changes (5+ files), architecture decisions, and context saturation (>30 tool calls). Use proactively to preserve progress before context overflow.

technical-artist

[production-grade internal] Bridges art and engineering — shader development, VFX pipelines, LOD optimization, performance budgets, and art tool creation. Maintains visual fidelity within hard performance constraints. Routed via the production-grade orchestrator (Game Build mode).

technical-writer

[production-grade internal] Maintains authorized canonical documentation without duplication, scope drift, transient task artifacts, or stale truth. Supports API references, developer guides, READMEs, architecture records, runbooks, and changelogs when the documentation governance gate permits them. Routed via the production-grade orchestrator.

threejs-engineer

[production-grade internal] Builds 3D web experiences with Three.js — scene setup, camera systems, lighting, materials, geometry, animation, post-processing, and performance optimization. Creates interactive 3D visualizations and games. Routed via the production-grade orchestrator (Web/3D mode).

token-tracker

Track and analyze LLM token usage across projects. Monitor costs, generate reports, set budgets, and visualize usage patterns. Use when users want to: check token usage, estimate costs, set budgets, export reports, or understand AI spending patterns.

ui-designer

Use for information hierarchy, layout, typography, semantic tokens, component states, responsive behavior, accessibility, or visual-system work.

unity-engineer

[production-grade] Builds game features using Unity engine. Implements gameplay systems, mechanics, UI, and editor tools per GDD specs from Game Designer. Produces production-ready Unity C# scripts, prefabs, scenes, and package configurations. Integrates with Unity Test Framework for automated testing and CI/CD pipelines.

unity-mcp

[production-grade internal] Unity Editor automation via Unity-MCP tools. 100+ MCP tools for scene creation, prefab manipulation, component management, shader/material operations, and Editor automation. Works alongside C# code for hybrid workflow. Routed via production-grade orchestrator (Game Build mode).

unity-multiplayer

[production-grade internal] Implements Unity multiplayer networking — Netcode for GameObjects, relay services, lobby systems, client prediction, lag compensation, and matchmaking integration. Routed via the production-grade orchestrator (Game Build mode).

unity-shader-artist

[production-grade internal] Creates Unity shaders using Shader Graph and HLSL — custom render passes, URP/HDRP materials, procedural effects, and post-processing. Routed via the production-grade orchestrator (Game Build mode).

unreal-engineer

[production-grade internal] Builds Unreal Engine games with AAA-quality C++/Blueprint architecture — Gameplay Ability System (GAS), Nanite/Lumen optimization, modular systems, replication-ready code, and Lyra-style gameplay frameworks. Routed via the production-grade orchestrator (Game Build mode).

unreal-multiplayer

[production-grade internal] Implements Unreal Engine multiplayer — dedicated server architecture, GAS replication, client prediction, network optimization, and session management. Routed via the production-grade orchestrator (Game Build mode).

unreal-technical-artist

[production-grade internal] Creates Unreal Engine visual systems — Niagara VFX, Material Editor shaders, Lumen/Nanite optimization, procedural effects, and art pipeline automation. Routed via the production-grade orchestrator (Game Build mode).

ux-researcher

[production-grade internal] Conducts user research — usability testing, user interviews, persona creation, journey mapping, heuristic evaluation, and data-driven design recommendations. Routed via the production-grade orchestrator (Design mode).

vision-review

Provider-neutral rendered visual quality gate for UI/UX, game art and generated assets. Reviews deterministic constraints plus reference fidelity, hierarchy, readability, anatomy/material/lighting and technical artifacts against a validated Visual Basis.

web-scraper

[production-grade internal] Security-first web scraping and data extraction — crawl4ai integration with URL validation, output sanitization, SSRF defense, CSS-first extraction, and browser isolation. Library-only mode (no Docker API). Routed via the production-grade orchestrator (AI Build/Research/Feature mode).

xlsx-engineer

[production-grade internal] Creates, edits, analyzes, and validates Excel spreadsheet files (.xlsx, .csv, .tsv). Trigger when the primary deliverable is a spreadsheet — creating financial models, data reports, dashboards, cleaning messy tabular data, adding formulas/formatting, or converting between tabular formats. Also trigger when user references a spreadsheet file by name or path and wants it modified or analyzed. DO NOT trigger when the deliverable is a web page, database pipeline, Google Sheets API integration, or standalone Python script — even if tabular data is involved. Routed via the production-grade orchestrator (Feature/Custom mode).

xr-engineer

[production-grade internal] Builds AR/VR/MR applications — spatial UI/UX, hand tracking, gaze input, controller interaction, comfort optimization, and cross-platform XR (Quest, Vision Pro, WebXR, PCVR). Routed via the production-grade orchestrator (Game Build mode).