Three desktop sessions with three non-overlapping jobs. The orchestrator writes milestone briefs, reviews every commit, runs review workflows, and relays the few steps only a human can do. The builder session owns the Luau, verifies each task live through the Roblox Studio MCP, and commits once per task. The art session generates 3D assets in Tripo, reviews and colour-fixes them headlessly in Blender, and renders icons, thumbnails and fracture sets. None of the three edits another one's files.
My job was the part agents cannot do: decide what the game should feel like, reopen Studio when it closed, approve every upload and every credit spent, and play each phase before the next one started. When a friend who had never seen the game played it, her seven complaints rewrote the next brief. That feedback loop, not the code volume, is the point of the case study.