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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>
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@@ -31,6 +31,7 @@ Use the Task tool to spawn each team member as a subagent:
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- `subagent_type: level-designer` — Spatial layout, pacing, encounters, navigation
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- `subagent_type: systems-designer` — Enemy compositions, loot tables, difficulty balance
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- `subagent_type: art-director` — Visual theme, color palette, lighting, asset requirements
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- `subagent_type: accessibility-specialist` — Navigation clarity, colorblind safety, cognitive load
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- `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist
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Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
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@@ -65,7 +66,7 @@ Spawn the `systems-designer` agent to:
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- Design any area-specific mechanics or environmental hazards
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- Specify resource distribution (health pickups, save points, shops)
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### Step 4: Visual Direction (art-director)
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### Step 4: Visual Direction and Accessibility (parallel)
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Spawn the `art-director` agent to:
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- Define the visual theme and color palette for the area
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- Specify lighting mood and time-of-day settings
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@@ -73,6 +74,13 @@ Spawn the `art-director` agent to:
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- Define visual landmarks and sight lines
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- Specify any special VFX needs (weather, particles, fog)
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Spawn the `accessibility-specialist` agent in parallel to:
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- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
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- Check that critical path signposting uses shape/icon/sound cues in addition to color
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- Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
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- Check that key gameplay areas have sufficient contrast for colorblind players
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- Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)
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### Step 5: QA Planning (qa-tester)
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Spawn the `qa-tester` agent to:
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- Write test cases for the critical path
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