--- 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.