3.1.1 Game ArchitectConverts high-level prompt mechanics into canonical engine node trees, life-cycle scripts, and collision masks.
3.1.2 Programmer AgentSynthesizes strictly-typed GDScript 2.0 and C# 12. Employs AST diffing to never overwrite existing hand-written logic.
3.1.3 Technical ArtistSynthesizes custom visual shaders (GLSL/WGSL/SPIR-V), animated tilemaps, sprite sheets, and normal maps.
3.1.4 QA & Physics InspectorExecutes up to 10,000 headless physics simulation ticks to verify raycasts, boundary collisions, and memory allocations.
3.1.5 Level & Biome SynthesizerProcedural generation using Wave Function Collapse (WFC), progressive difficulty curves, and environmental lighting volumes.