// AI GAME DEVELOPMENT

YetiClaw Studio: 27 Agents That Build Games

May 21, 2026 · Yeti Games, LLC · 10 min read

YetiClaw Studio is a self-hosted AI game development system — 27 specialized agents covering every role in a real game studio, from producer to QA tester, running on local hardware with no cloud subscription required. We used it to ship Zeal's Dark Alchemy — a browser-based RPG on VIVERSE — from blank brief to deployed game.

This is a breakdown of the architecture: how the agents are structured, how they collaborate, and how a project brief becomes a shipped game.

The Stack

RUNTIME

OpenClaw — the agent orchestration layer. Runs locally on Orange Pi 6 Plus (ARM64), macOS Apple Silicon, Windows 10/11, or any Linux x86_64/ARM64 machine. Installed via npm.

LOCAL MODEL

Qwen3.5 14B via Ollama — primary model for all 27 agents. ~8GB on disk. Runs entirely offline after initial pull. Orange Pi uses a custom Picoclaw binary with 600s timeout (vs. 120s default) to handle slower ARM inference. Fallback: Gemma4:e4b.

INTEGRATIONS (OPTIONAL)

Telegram bot for slash-command interface · Google Drive via rclone for project file sync · Meshy API for 3D model generation (gated behind Asset Approver) · Nano Banana 2 for concept art · DuckDuckGo for web search

Config: 32,768 max tokens, temp 0.7, subturn depth limit 3, token budgeting on, sensitive data filtering active. Local gateway on port 18789 (Orange Pi) or 3002 (Mac).

The 27 Agents

Each agent is a skill module — a SKILL.md file defining role, responsibilities, collaboration protocol, and execution rules. Agents maintain max_history: 5 for memory management across long sessions.

/PRODUCERProject briefs, sprint planning, scope
/CREATIVE_DIRECTORVision, tone, art direction sign-off
/TECHNICAL_DIRECTORArchitecture decisions, tech stack
/GAME_DESIGNERGDD, MDA framework, Bartle player types
/LEVEL_DESIGNERLevel layouts, flow, pacing
/SYSTEMS_DESIGNEREconomy, progression, balance
/GAMEPLAY_PROGRAMMERMovement, combat, abilities (Unity/C#)
/ENGINE_PROGRAMMERPerformance, rendering, core systems
/AI_PROGRAMMERNPC behavior, pathfinding, state machines
/UI_PROGRAMMERHUD, menus, accessibility
/UNITY_SPECIALISTUnity 6 LTS patterns, C# standards
/THREEJS_DEVWebGL/WebXR, VIVERSE integration
/ART_DIRECTORVisual style guide, asset standards
/TECHNICAL_ARTISTShader pipeline, optimization
/SOUND_DESIGNERAudio spec, procedural music briefs
/NARRATIVE_DIRECTORStory structure, character arcs
/WRITERDialogue, item descriptions, lore
/WORLDBUILDERLore systems, world consistency
/QA_TESTERTest plans, severity-classified bug reports
/ASSET_APPROVERGates Meshy 3D generation requests
/MESHY3D model generation via Meshy API
/AI_CONSULTANTAI integration leads, pitches
/IMAGE_GENConcept art via Nano Banana 2
/GAME_NAMERTitle generation and validation
/EMAIL_WRITERPartnership outreach
/STYLE_WRITERBrand voice consistency
/CONCEPT_WRITERHigh-concept pitches and one-sheets

How a Game Gets Built

1. The Producer Creates the Brief

Every project starts with one command:

/producer set up a new project brief for:
  Zeal's Dark Alchemy,
  dark RPG,
  VIVERSE (browser),
  Three.js + WebXR,
  alchemy crafting loop,
  gothic atmospheric

The Producer writes the full brief in plain text — no agent spawning — and saves it to:

gdrive:YetiClaw/gamedev/zeals-dark-alchemy/brief.md

The brief format: name, tagline, concept, core loop, platform, controls, engine/tech, visual style, 5 key mechanics, target audience, monetization, timeline, budget. Every other agent references this file by project name. It's the single source of truth that keeps 27 agents consistent across the full development cycle.

2. Specialists Expand Each Section

After the brief exists, specialists are called by section:

/gamedesigner using the Zeal's Dark Alchemy brief, design the alchemy crafting system
/gameplay-programmer using the brief, implement the potion brewing mechanic in Three.js
/sound-designer using the brief, spec the procedural gothic soundtrack

Each agent follows a structured protocol before writing anything: ASK for missing context → present OPTIONS → WAIT for approval → DRAFT output → REQUEST write permission. No agent writes files without an explicit approval checkpoint.

3. The Collaboration Model

Agents don't operate in isolation. The Game Designer consults the Technical Director on architecture before finalizing mechanics. The Art Director and Sound Designer sync on tone. The QA Tester gets the Game Designer's spec before writing test plans. These cross-functional checkpoints are baked into each skill's protocol — not enforced by the orchestration layer.

Paid API calls (Meshy 3D generation, Nano Banana 2 image gen) go through approval gates. The Asset Approver agent reviews every Meshy request before execution — cost control built into the workflow.

4. Local-First, Cloud-Optional

The entire system runs offline. Qwen handles reasoning, code generation, design documents, dialogue, and QA planning without touching a paid API. Cloud integrations (Meshy, image gen, Google Drive sync) are opt-in and gated. A full game development session on a $200 ARM board costs nothing beyond the initial hardware.

What the Game Designer Agent Actually Produces

The Game Designer writes 8-section GDDs applying the MDA Framework (Mechanics → Dynamics → Aesthetics) and validates against Bartle Player Types (Achiever, Explorer, Socializer, Killer). For Zeal, that produced:

What the Gameplay Programmer Agent Produces

For Unity projects: Unity 6 LTS, C#, ScriptableObjects for tuning, delta time calculations, PascalCase classes/methods, _camelCase private fields, XML doc comments, null-checking required, zero TODOs in production code. For VIVERSE: Three.js + WebXR, browser-native, deployed via the VIVERSE platform.

The programmer agent confirms specs, outlines architecture, waits for approval, then drafts code — same approval-gate pattern as every other agent.

Deploying to VIVERSE

VIVERSE is HTC's browser-based social XR platform. Games run in WebGL/WebXR — no install, no app store. The Three.js Dev agent handles the platform integration: scene setup, asset loading, controls for both desktop and VR headsets, and the VIVERSE SDK hooks for multiplayer presence.

Zeal's Dark Alchemy is live on VIVERSE at viverse.com/8ovBnhx. Read the full case study →

The Open-Source System

YetiClaw Studio is MIT-licensed and publicly available. The repo includes all 27 skill modules in two variants — skills/ (Orange Pi ARM64 optimized) and skills-mac/ (Mac/Windows optimized) — plus deployment scripts, config, and the full workflow documentation.

If you want to deploy your own AI game studio on local hardware, the full setup is in the repo. If you want a team to build something for you using this system, that's what we do →

← ALL ARTICLESZEAL CASE STUDY →HIRE US →