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PWR

AI software development teams

AI software development teams: roles, handoffs and human gates

A single general-purpose agent does everything adequately. A team of specialized agents with clear roles and handoffs behaves more like an engineering organization. This page explains the model and how PWR implements it.

Why roles beat one large agent

Human teams separate planning, implementation, testing and review for good reasons. Each needs a different focus, and separation creates checks. The planner does not grade its own plan. The author does not approve their own change.

The same holds for agents. A role fixes three things: what the agent is responsible for, which tools it may use, and what its output must look like. A planner that cannot write files cannot wander into implementation. A reviewer with read-only tools cannot quietly fix what it was asked to judge.

Roles also make cost manageable. Planning and review benefit from stronger models and more context. Routine implementation and chat often do not. Matching the model to the role is cheaper than running everything on the most expensive option.

Handoffs are where teams succeed or fail

A handoff between agents should be a structured artifact, not a conversation. A plan is a list of tasks with acceptance criteria and dependencies. An implementation is a branch, a diff and a validation result. A review is a verdict with findings on a specific commit.

Structured handoffs can be validated. A malformed plan is rejected before it becomes work. A review that cannot be parsed does not count as approval. This is what stops errors from compounding as work moves down the line.

  • Plan: tasks, acceptance criteria, dependencies, risks, open questions
  • Implementation: branch, diff, validation output, summary
  • Review: structured verdict and findings bound to a commit
  • Release readiness: checklist with evidence per item

Where people stay in the loop

A team of agents still needs a manager, and that is a person. The points that matter are few: approving a plan before it becomes tasks, approving which tickets agents may take, approving each pull request, and deciding to release.

These gates should be structural. An approval that an agent could skip is not a gate. Approvals should attach to specific artifacts, such as a commit, and expire when the artifact changes.

Budgets are the other control. An agent team can spend quickly. Per-run cost caps, a budget per goal or sprint and an organization limit keep a mistake bounded.

How PWR organizes an agent team

PWR ships nine roles: Producer, QA, Gameplay Engineer, Software Engineer, Game Designer, Technical Artist, DevOps, Security Engineer and Release Manager. Each has a tool policy, a deliverable shape and declared approval gates. Producer and Game Designer are read-only. Release Manager cannot merge or deploy. No role has a deployment tool.

Workflow templates start the right role for an intent. A goal chains them: the Producer plans, you approve, engineers implement task by task, a reviewer checks each pull request and you approve each merge. PWR Sprint puts the same flow on a board with sprint budgets.

PWR Auto routes each run to a third-party model based on its purpose, your policy and expected cost. PWR does not train its own foundation model. The limits are stated plainly. Tool policies, the merge gate and commit-bound approvals are enforced by the platform. Other role gates are instructions to the agent, since there is no per-action policy engine yet. The full workflow is verified against a simulated GitHub and is in beta until it has been run against live GitHub.

What PWR does here

With the honest state of each capability.

Available
Implemented and covered by automated tests in the current platform build.
Beta
Implemented; verification against the live external service is still pending.
Upcoming
Planned or in progress. Not usable yet.
  • Role library with tool policies

    Available

    Nine roles with responsibilities, tool allowlists, deliverable shapes and approval gates, versioned and customizable per organization.

  • Workflow templates

    Available

    Sixteen templates that validate inputs, check project eligibility and launch the right role as a conversation, task, goal or sprint execution.

    Templates are available to launch. What each one starts carries the status of the underlying workflow.

  • Plan, implement, review, approve

    Beta

    Goals chain a planning run, human plan approval, task execution, independent review and commit-bound human approval on every pull request.

    Controller logic is covered by automated tests with a stub agent and a simulated GitHub; live end-to-end verification is pending.

  • Model routing per role

    Beta

    PWR Auto selects a third-party model per run by purpose, policy and expected cost, with separate planning and review model settings per agent.

    Routing logic is covered by automated tests using provider simulators; no live multi-provider run has been verified yet.

  • Per-action policy engine

    Upcoming

    Machine enforcement of every declared role gate, and human approval of individual tool calls.

Related product pages: Agents & Workflows, PWR Studio, PWR Auto, PWR Sprint

Questions

Is an AI development team a replacement for an engineering team?

No. It is a way to delegate scoped work. People still set direction, approve plans, review changes and decide what ships. PWR requires human approval on every merge.

Do the agents talk to each other?

They hand off through structured artifacts: plans, tasks, pull requests and review verdicts. The platform validates those artifacts and moves work between roles. There is no free-form agent-to-agent chat driving the process.

Can I define my own roles?

You can clone a default role into your organization and edit its instructions, tool policy and gates. Each edit is versioned.

Does this work for game teams as well as software teams?

Yes. The role library includes Gameplay Engineer, Game Designer and Technical Artist alongside the software roles. Engine-side automation for Unity, Unreal and Godot is upcoming, while browser games are supported end to end.

Put an AI development team on your idea.

Describe what you want to build. PWR plans, builds, tests and reviews it, and you approve each step that matters.