I design modular Unity architectures and the AI agent workflows my team ships them with.
Every feature on Idle Airport Manager runs through this loop. 200+ specs and plans in six weeks.
What every developer's agent loads when it opens the project. Click a node to inspect it.
Before the new project's first commit I audited how agents were set up on Idle Dungeon Keeper and turned each problem into a rule.
AGENTS.md is the only source, CLAUDE.md imports itDocs/Docs/plans, dated names, index, archivesettings.json: allow · ask · denyARCHITECTURE.md + CONVENTIONS.md + review skillBugs and designer data are the riskiest places to let an agent act, so both pipelines put a person at every decision point.
Root cause is traced on a code knowledge graph, never guessed. One commit and one label per bug; nothing is pushed.
An Apps Script API that only appends, defaults to a dry run, locks the sheet and refuses to overwrite a concurrent edit.
Distributed as UPM packages over Git. A package may only depend on layers below it, so a game installs only what it needs.
Game code calls a domain interface. Vendors plug in as adapters with one registration line; with no vendor installed the domain runs as a stub, so the Editor and tests never need real SDKs. Click a node.
Designers balance in Sheets; the game reads typed, baked tables.
Humans and agents commit through the same check.