Skills update: team-live-ops skill + improvements across 18 existing skills

- Add new /team-live-ops skill for post-launch content planning orchestration
- Expand setup-engine, code-review, create-epics-stories, prototype with additional context
- Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents
- Update architecture-decision and architecture-review with dependency ordering improvements
- Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile
- Populate technical-preferences.md with structured configuration sections

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-13 12:01:26 +11:00
parent b1fad395cd
commit 14593802fe
20 changed files with 392 additions and 26 deletions

View File

@@ -28,6 +28,7 @@ Use the Task tool to spawn each team member as a subagent:
- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
- `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine
- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
@@ -42,7 +43,7 @@ Spawn the `audio-director` agent to:
- Define audio priorities and mix targets
- Establish any adaptive audio rules (combat intensity, exploration, tension)
### Step 2: Sound Design (sound-designer)
### Step 2: Sound Design and Audio Accessibility (parallel)
Spawn the `sound-designer` agent to:
- Create detailed SFX specifications for every audio event
- Define sound categories (ambient, UI, gameplay, music, dialogue)
@@ -50,7 +51,14 @@ Spawn the `sound-designer` agent to:
- Plan audio event list with trigger conditions
- Define mixing groups and ducking rules
### Step 3: Technical Implementation (technical-artist)
Spawn the `accessibility-specialist` agent in parallel to:
- Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
- Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
- Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
- Output: audio accessibility requirements list integrated into the audio event spec
### Step 3: Technical Implementation (parallel)
Spawn the `technical-artist` agent to:
- Design the audio middleware integration (Wwise/FMOD/native)
- Define audio bus structure and routing
@@ -58,6 +66,14 @@ Spawn the `technical-artist` agent to:
- Plan streaming vs preloaded asset strategy
- Design any audio-reactive visual effects
Spawn the **primary engine specialist** in parallel (from `.claude/docs/technical-preferences.md` Engine Specialists) to validate the integration approach:
- Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
- Any engine-specific audio node/component patterns that should be used?
- Known audio system changes in the pinned engine version that affect the integration plan?
- Output: engine audio integration notes to merge with the technical-artist's plan
If no engine is configured, skip the specialist spawn.
### Step 4: Code Integration (gameplay-programmer)
Spawn the `gameplay-programmer` agent to:
- Implement audio manager system or review existing