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

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@@ -18,6 +18,7 @@ The user must approve before moving to the next phase.
- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
- **technical-artist** — Create VFX, shader effects, and visual feedback
- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)
- **qa-tester** — Write test cases and validate the implementation
## How to Delegate
@@ -28,6 +29,7 @@ Use the Task tool to spawn each team member as a subagent:
- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
- `subagent_type: qa-tester` — Write test cases and validate implementation
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
@@ -46,6 +48,12 @@ Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Then spawn the **primary engine specialist** to validate the proposed architecture:
- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
- Are there engine-native systems that should be used instead of custom implementations?
- Any proposed APIs that are deprecated or changed in the pinned engine version?
- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
### Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- **gameplay-programmer**: Implement core combat mechanic code