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