mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 13:01:50 +00:00
- 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>
98 lines
4.8 KiB
Markdown
98 lines
4.8 KiB
Markdown
---
|
|
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, AskUserQuestion, TodoWrite
|
|
---
|
|
|
|
When this skill is invoked:
|
|
|
|
**Decision Points:** At each step 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 step.
|
|
|
|
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: accessibility-specialist` — Navigation clarity, colorblind safety, cognitive load
|
|
- `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 and Accessibility (parallel)
|
|
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)
|
|
|
|
Spawn the `accessibility-specialist` agent in parallel to:
|
|
- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
|
|
- Check that critical path signposting uses shape/icon/sound cues in addition to color
|
|
- Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
|
|
- Check that key gameplay areas have sufficient contrast for colorblind players
|
|
- Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)
|
|
|
|
### 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.
|