mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 04:51:46 +00:00
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:
109
.claude/skills/team-live-ops/SKILL.md
Normal file
109
.claude/skills/team-live-ops/SKILL.md
Normal file
@@ -0,0 +1,109 @@
|
||||
---
|
||||
name: team-live-ops
|
||||
description: "Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update."
|
||||
argument-hint: "[season name or event description]"
|
||||
user-invocable: true
|
||||
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
|
||||
---
|
||||
When this skill is invoked, orchestrate the live-ops team through a structured planning pipeline.
|
||||
|
||||
**Decision Points:** At each phase transition, use `AskUserQuestion` to present
|
||||
the user with the subagent's proposals as selectable options. Write the agent's
|
||||
full analysis in conversation, then capture the decision with concise labels.
|
||||
The user must approve before moving to the next phase.
|
||||
|
||||
## Team Composition
|
||||
- **live-ops-designer** — Season structure, event cadence, retention mechanics, battle pass
|
||||
- **economy-designer** — Live economy balance, store rotation, currency pricing, pity timers
|
||||
- **analytics-engineer** — Success metrics, A/B test design, event tracking, dashboard specs
|
||||
- **community-manager** — Player-facing announcements, event descriptions, seasonal messaging
|
||||
- **narrative-director** — Seasonal narrative theme, story arc, world event framing
|
||||
- **writer** — Event descriptions, reward item names, seasonal flavor text, announcement copy
|
||||
|
||||
## How to Delegate
|
||||
|
||||
Use the Task tool to spawn each team member as a subagent:
|
||||
- `subagent_type: live-ops-designer` — Season/event structure and retention mechanics
|
||||
- `subagent_type: economy-designer` — Live economy balance and reward pricing
|
||||
- `subagent_type: analytics-engineer` — Success metrics, A/B tests, event instrumentation
|
||||
- `subagent_type: community-manager` — Player-facing communication and messaging
|
||||
- `subagent_type: narrative-director` — Seasonal theme and narrative framing
|
||||
- `subagent_type: writer` — All player-facing text: event descriptions, item names, copy
|
||||
|
||||
Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
|
||||
|
||||
## Pipeline
|
||||
|
||||
### Phase 1: Season/Event Scoping
|
||||
Delegate to **live-ops-designer**:
|
||||
- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
|
||||
- Outline the content list: what's new (modes, items, challenges, story beats)
|
||||
- Define the retention hook: what brings players back daily/weekly during this season
|
||||
- Identify resource budget: how much new content needs to be created vs. reused
|
||||
- Output: season brief with scope, content list, and retention mechanic overview
|
||||
|
||||
### Phase 2: Narrative Theme
|
||||
Delegate to **narrative-director**:
|
||||
- Read the season brief from Phase 1
|
||||
- Design the seasonal narrative theme: how does this event connect to the game world?
|
||||
- Define the central story hook players will discover during the event
|
||||
- Identify which existing lore threads this season can advance
|
||||
- Output: narrative framing document (theme, story hook, lore connections)
|
||||
|
||||
### Phase 3: Economy Design (parallel with Phase 2 if theme is clear)
|
||||
Delegate to **economy-designer**:
|
||||
- Read the season brief and existing economy rules from `design/live-ops/economy-rules.md`
|
||||
- Design the reward track: free tier progression, premium tier value proposition
|
||||
- Plan the in-season economy: seasonal currency, store rotation, pricing
|
||||
- Define pity timer mechanics and bad-luck protection for any random elements
|
||||
- Verify no pay-to-win items in premium track
|
||||
- Output: economy design doc with reward tables, pricing, and currency flow
|
||||
|
||||
### Phase 4: Analytics and Success Metrics (parallel with Phase 3)
|
||||
Delegate to **analytics-engineer**:
|
||||
- Read the season brief
|
||||
- Define success metrics: participation rate target, retention lift target, battle pass completion rate
|
||||
- Design any A/B tests to run during the season (e.g., different reward cadences)
|
||||
- Specify new telemetry events needed for this season's content
|
||||
- Output: analytics plan with success criteria and instrumentation requirements
|
||||
|
||||
### Phase 5: Content Writing (parallel)
|
||||
Delegate in parallel:
|
||||
- **narrative-director** (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
|
||||
- **writer**: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
|
||||
- Both should read the narrative framing doc from Phase 2
|
||||
|
||||
### Phase 6: Player Communication Plan
|
||||
Delegate to **community-manager**:
|
||||
- Read the season brief, economy design, and narrative framing
|
||||
- Draft the season launch announcement (tone, key highlights, platform-specific versions)
|
||||
- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
|
||||
- Draft known-issues section placeholder for day-1 patch notes
|
||||
- Output: communication calendar with draft copy for each touchpoint
|
||||
|
||||
### Phase 7: Review and Sign-off
|
||||
Collect outputs from all phases and present a consolidated season plan:
|
||||
- Season brief (Phase 1)
|
||||
- Narrative framing (Phase 2)
|
||||
- Economy design and reward tables (Phase 3)
|
||||
- Analytics plan and success metrics (Phase 4)
|
||||
- Written content inventory (Phase 5)
|
||||
- Communication calendar (Phase 6)
|
||||
|
||||
Present a summary to the user with:
|
||||
- **Content scope**: what is being created
|
||||
- **Economy health check**: does the reward track feel fair and non-predatory?
|
||||
- **Analytics readiness**: are success criteria defined and instrumented?
|
||||
- **Ethics review**: flag any element that violates the ethics policy in `design/live-ops/ethics-policy.md`
|
||||
- **Open questions**: decisions still needed before production begins
|
||||
|
||||
Ask the user to approve the season plan before delegating to production teams.
|
||||
|
||||
## Output Documents
|
||||
All documents save to `design/live-ops/`:
|
||||
- `seasons/S[N]_[name].md` — Season design document (from Phase 1-3)
|
||||
- `seasons/S[N]_[name]_analytics.md` — Analytics plan (from Phase 4)
|
||||
- `seasons/S[N]_[name]_comms.md` — Communication calendar (from Phase 6)
|
||||
|
||||
## Output
|
||||
A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
|
||||
Reference in New Issue
Block a user