Game Studio Agent Architecture — complete setup (Phases 1-7)

48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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---
name: team-level
description: "Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation."
argument-hint: "[level name or area to design]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task
---
When this skill is invoked:
1. **Read the argument** for the target level or area (e.g., `tutorial`,
`forest dungeon`, `hub town`, `final boss arena`).
2. **Gather context**:
- Read the game concept at `design/gdd/game-concept.md`
- Read game pillars at `design/gdd/game-pillars.md`
- Read existing level docs in `design/levels/`
- Read relevant narrative docs in `design/narrative/`
- Read world-building docs for the area's region/faction
## How to Delegate
Use the Task tool to spawn each team member as a subagent:
- `subagent_type: narrative-director` — Narrative purpose, characters, emotional arc
- `subagent_type: world-builder` — Lore context, environmental storytelling, world rules
- `subagent_type: level-designer` — Spatial layout, pacing, encounters, navigation
- `subagent_type: systems-designer` — Enemy compositions, loot tables, difficulty balance
- `subagent_type: art-director` — Visual theme, color palette, lighting, asset requirements
- `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
3. **Orchestrate the level design team** in sequence:
### Step 1: Narrative Context (narrative-director + world-builder)
Spawn the `narrative-director` agent to:
- Define the narrative purpose of this area (what story beats happen here?)
- Identify key characters, dialogue triggers, and lore elements
- Specify emotional arc (how should the player feel entering, during, leaving?)
Spawn the `world-builder` agent to:
- Provide lore context for the area (history, faction presence, ecology)
- Define environmental storytelling opportunities
- Specify any world rules that affect gameplay in this area
### Step 2: Layout and Encounter Design (level-designer)
Spawn the `level-designer` agent to:
- Design the spatial layout (critical path, optional paths, secrets)
- Define pacing curve (tension peaks, rest areas, exploration zones)
- Place encounters with difficulty progression
- Design environmental puzzles or navigation challenges
- Define points of interest and landmarks for wayfinding
- Specify entry/exit points and connections to adjacent areas
### Step 3: Systems Integration (systems-designer)
Spawn the `systems-designer` agent to:
- Specify enemy compositions and encounter formulas
- Define loot tables and reward placement
- Balance difficulty relative to expected player level/gear
- Design any area-specific mechanics or environmental hazards
- Specify resource distribution (health pickups, save points, shops)
### Step 4: Visual Direction (art-director)
Spawn the `art-director` agent to:
- Define the visual theme and color palette for the area
- Specify lighting mood and time-of-day settings
- List required art assets (environment props, unique assets)
- Define visual landmarks and sight lines
- Specify any special VFX needs (weather, particles, fog)
### Step 5: QA Planning (qa-tester)
Spawn the `qa-tester` agent to:
- Write test cases for the critical path
- Identify boundary and edge cases (sequence breaks, softlocks)
- Create a playtest checklist for the area
- Define acceptance criteria for level completion
4. **Compile the level design document** combining all team outputs into the
level design template format.
5. **Save to** `design/levels/[level-name].md`.
6. **Output a summary** with: area overview, encounter count, estimated asset
list, narrative beats, and any cross-team dependencies or open questions.