LOAA WikiThe world of the Adriatic isles
Team and process
Review board
A review board: concept, before and now (PURITY-A1)
TypeDevelopment
DirectorThe user (creative director)
Team8 AI agents + the main session
EngineGodot 4.7.2 (.NET), Forward+, Jolt Physics
ToolsBlender, Godot, Meshy, free libraries
Work unitWaves 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

  1. The director sets a goal. The lead turns it into a wave: task cards, each with one owner and measurable acceptance.
  2. Agents work in parallel and log to the wave log.
  3. Every asset passes three gates: concept, blockout, final. Reviews check the look against the concept art, logic ("does this make sense?") and physics.
  4. The lead gives final acceptance and records decisions in docs/decisions.md. Lessons go into docs/lessons-learned.md, which every agent reads before every task.
  5. 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