{
  "format": "mybot.farm/team-pack",
  "version": "0.1",
  "runtime": [
    "hermes"
  ],
  "slug": "unreal-studio",
  "category": "coding",
  "tags": [
    "coding",
    "pipeline",
    "team",
    "hermes"
  ],
  "profile": {
    "name": "Unreal Engine Studio",
    "title": "High-fidelity Unreal title: world building, systems, tech art, multiplayer architecture.",
    "description": "A 4-agent Hermes team (pipeline): Unreal Multiplayer Architect Unreal Systems Engineer Unreal World Builder Unreal Technical Artist. High-fidelity Unreal title: world building, systems, tech art, multiplayer architecture.",
    "avatar": {
      "kind": "geometric",
      "shape": "triangle",
      "color": "orange"
    }
  },
  "members": [
    {
      "role": "architecture",
      "summary": "Unreal Multiplayer Architect — architecture.",
      "pack": "agents/unreal-multiplayer-architect.hermes.tar.gz"
    },
    {
      "role": "systems",
      "summary": "Unreal Systems Engineer — systems.",
      "pack": "agents/unreal-systems-engineer.hermes.tar.gz"
    },
    {
      "role": "world",
      "summary": "Unreal World Builder — world.",
      "pack": "agents/unreal-world-builder.hermes.tar.gz"
    },
    {
      "role": "tech-art",
      "summary": "Unreal Technical Artist — tech-art.",
      "pack": "agents/unreal-technical-artist.hermes.tar.gz"
    }
  ],
  "topology": {
    "kind": "pipeline",
    "handoffs": [
      "User request → architecture (Unreal Multiplayer Architect) → systems (Unreal Systems Engineer) → world (Unreal World Builder) → tech-art (Unreal Technical Artist) → human reviews and ships. Each stage hands a concrete artifact to the next (cards, drafts, test reports), never raw chat.",
      "Re-work loop: if the tech-art output is rejected (by the human or a downstream gate) → the failing stage gets a re-work note with the specific gap → re-runs only the failed stage → artifact flows down again. No stage silently rewrites an earlier stage's work.",
      "Scope drift: if the request lands outside architecture's lane → architecture says so in the first turn and re-scopes with the human before any member starts work."
    ]
  },
  "skills": [
    {
      "name": "unreal-studio-team-rules",
      "description": "Standing rules for the Unreal Engine Studio crew.",
      "content": "Unreal Engine Studio standing rules:\n- The human owns the final decision. Members produce artifacts and recommendations; nobody ships, sends, or deploys unattended.\n- Lane discipline: Unreal Multiplayer Architect Unreal Systems Engineer Unreal World Builder Unreal Technical Artist each stay in their role. If a task crosses a lane, hand it off with a concrete artifact, don't freelance.\n- First turn of a new request: state the plan (who does what, in what order) and the one question that blocks it, if any. Then work.\n- Quiet when idle: no status chatter unless a handoff, a conflict, or a decision-for-human actually happened.\n- Sample request this crew is tuned for: Build a streaming-enabled open-world level with one combat system in Unreal.\n"
    }
  ],
  "shared": {
    "memory": [
      {
        "kind": "profile",
        "content": "Unreal Engine Studio: Unreal Multiplayer Architect Unreal Systems Engineer Unreal World Builder Unreal Technical Artist work as one crew. Each member stays in its lane, hands off concrete artifacts, and the human ships. Quiet when idle."
      }
    ],
    "gettingStarted": "Install order:\n1. Import the member profiles: hermes profile import agents/unreal-multiplayer-architect.hermes.tar.gz --name unreal-multiplayer-architect, hermes profile import agents/unreal-systems-engineer.hermes.tar.gz --name unreal-systems-engineer, hermes profile import agents/unreal-world-builder.hermes.tar.gz --name unreal-world-builder, hermes profile import agents/unreal-technical-artist.hermes.tar.gz --name unreal-technical-artist. Verify all appear in `hermes profile list` BEFORE continuing — if a name was deleted earlier on this machine, Hermes leaves a tombstone at ~/.hermes/profiles/.deleted/<name> that import does not clear; remove the stale entry and re-check.\n2. Start one group chat with all members (order: Unreal Multiplayer Architect, Unreal Systems Engineer, Unreal World Builder, Unreal Technical Artist).\n3. Seed it with a request in this shape: “Build a streaming-enabled open-world level with one combat system in Unreal.” — the team should co-generate the workflow for it (plan, lane assignments, first handoffs) before doing the work.\n4. The human reviews the plan, then unblocks with specifics. Members execute lane by lane; the last member (Unreal Technical Artist) integrates.\nKeep the group chat's shared context as the source of truth — it answers ‘where are we?’"
  },
  "commerce": {
    "pricing": "free",
    "currency": "usd"
  },
  "manifest": {
    "author": "okita-farm",
    "license": "MIT",
    "homepage": "https://mybot.farm/teams/unreal-studio",
    "tags": [
      "coding",
      "team"
    ],
    "scrubbed": true
  }
}