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Model tier assignment: - model: haiku → help, sprint-status, story-readiness, scope-check, project-stage-detect, changelog, patch-notes, onboard (read-only/format) - model: opus → review-all-gdds, architecture-review, gate-check (multi-doc synthesis, high-stakes verdicts) PostCompact hook: - New .claude/hooks/post-compact.sh — fires after compaction, reminds Claude to re-read production/session-state/active.md to restore context - Registered in settings.json between PreCompact and Stop Parallel Task spawning: - review-all-gdds: Phase 2 (consistency) and Phase 3 (design theory) now explicitly instructed to spawn as parallel Task agents simultaneously Error Recovery Protocol: - Standard BLOCKED-handling section added to: review-all-gdds, architecture-review, dev-story, team-combat, team-qa, team-narrative, team-level, team-ui, team-audio, team-release, team-polish - Pattern: surface blocker → assess dependencies → offer 3 options via AskUserQuestion → always produce partial report Coordination rules: - Added Model Tier Assignment table with routing rationale - Added Subagents vs Agent Teams section (experimental agent teams docs) - Added Parallel Task Protocol (when/how to spawn parallel agents) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
116 lines
5.8 KiB
Markdown
116 lines
5.8 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, AskUserQuestion, TodoWrite
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---
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When this skill is invoked:
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**Decision Points:** At each step transition, use `AskUserQuestion` to present
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the user with the subagent's proposals as selectable options. Write the agent's
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full analysis in conversation, then capture the decision with concise labels.
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The user must approve before moving to the next step.
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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: accessibility-specialist` — Navigation clarity, colorblind safety, cognitive load
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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 and Accessibility (parallel)
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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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Spawn the `accessibility-specialist` agent in parallel to:
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- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
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- Check that critical path signposting uses shape/icon/sound cues in addition to color
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- Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
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- Check that key gameplay areas have sufficient contrast for colorblind players
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- Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)
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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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## Error Recovery Protocol
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If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
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1. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
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2. **Assess dependencies**: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
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3. **Offer options** via AskUserQuestion with choices:
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- Skip this agent and note the gap in the final report
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- Retry with narrower scope
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- Stop here and resolve the blocker first
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4. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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