I’ve been working with LLMs for a while now, and the 1 agent work flow. Ive started to adopt some patterns that pull more of the logic out of the engine editor tool (in my case primarily Unity) and into code so it’s much easier for context. Things like using dependency injection as in tests Claude Code had a much easier time when it could use the DI Container instead of assuming or reading an MD file about how the scene connects things. I still find Agent Code is not great at the “feel” of game interactions, and it needs a lot of rigid guidance around gameplay systems as no amount of prompts in my experience has been able to close that gap. It makes sense tbh, it’s a niche subject, with no end to bad example online by content creators lol. But it throws a wrench. I’ve used a group of agents for other software developer tasks, and honestly other than “design” I’ve had a lot of success. I think the biggest hurdles I’m dealing with are the depth of control needed for good results when it comes to system programming, and it’s functionally impossible to really close the loop on iteration entirely with the engine step and how the acceptance criteria is basically “a human who has good tastes gives it the thumbs up.” Tl;dr: I’m having a lot of success using a single agent, and after a few months of learning by making mistakes; I’ve got a good workflow. I have been able to easily adapt my workflow to a multi agent workflow when doing business apps, or entirely server side applications, but cannot for the life of me work out a way to use multi-agent workflows with game dev. I’m hoping perhaps somebody else has read, or had some experiences to share. submitted by /u/JustinsWorking
Originally posted by u/JustinsWorking on r/ClaudeCode
