| Team and process | |
|---|---|
![]() A review board: concept, before and now (PURITY-A1) | |
| Type | Development |
| Director | The user (creative director) |
| Team | 8 AI agents + the main session |
| Engine | Godot 4.7.2 (.NET), Forward+, Jolt Physics |
| Tools | Blender, Godot, Meshy, free libraries |
| Work unit | Waves of task cards |
Team and process
LOAA is directed by its creator and built by a team of specialised AI agents, each owning one domain, working in waves of task cards with quality gates.
The team
| Agent | Domain |
|---|---|
| game-design-lead | leads the team: plans, task boards, decisions against the spec, final acceptance; blocks AI slop |
| architect | town and village plans, building briefs and floor plans, interiors, reviews of buildings and layouts |
| terrain-designer | island terrain and biomes, coasts, sites, foliage and rocks, underwater areas |
| asset-level-designer | buildings, kits, props and interiors in Blender, painted and exported for Godot |
| 3d-character-model-expert | turns the design sheets into rigged, painted, animated characters |
| godot-integrator | level assembly, lighting, shaders, the camera, cutaway and click-to-move harness, performance |
| utility-hacker | technical problems, texture tools, checkers and the import pipeline |
| game-design-quality-insurator | the quality gates: concept, blockout, final; may call a QUALITY STOP |
Shared procedures live in project skills (team protocol, world rules, quality gates, Blender pipeline, painted materials, Godot look-dev, licensing, logic check, concept check). Step-by-step recipes live in playbooks.
How work flows
- The director sets a goal. The lead turns it into a wave: task cards, each with one owner and measurable acceptance.
- Agents work in parallel and log to the wave log.
- Every asset passes three gates: concept, blockout, final. Reviews check the look against the concept art, logic ("does this make sense?") and physics.
- The lead gives final acceptance and records decisions in
docs/decisions.md. Lessons go intodocs/lessons-learned.md, which every agent reads before every task. - Milestones are posted to Slack with an image; the Making-of book and this wiki are updated.
Standing rules from the director
- No Unreal Engine or MetaHuman.
- No text or signs until the one labeling pass.
- Brown shutters on Island 1; one style per settlement.
- No real-world religious symbols.
- Stairs walk on invisible ramps and render as solid blocks.
- Textures simple and calm; floors worn and dirty; no symmetric grids.
- No x-ray on characters.
- Every asset free and documented with its licence and commercial status.
- When in doubt, decide with the recommendation and report afterwards.
Tools
Blender for modelling and painting; Godot for the game; Meshy for the characters' first 3D models; Python generators that turn one table into plans, images and checks ("one table → everything").
See also
Sources: CLAUDE.md (Agents and consistency); docs/decisions.md (2026-09-28 team restructure; 2026-09-29 standing rules); docs/project-summary.md Last updated: 2026-09-29 (WIKI-1)
Categories: Development
