Files
Claude-Code-Game-Studios/.claude/skills/team-level/SKILL.md
Donchitos e289ce906f Release v0.2.0: Context Resilience, AskUserQuestion, /design-systems
* Add context resilience: file-backed state, incremental writing, auto-recovery

Prevents "prompt too long" crashes from killing sessions by persisting work
to disk incrementally instead of relying on conversation memory.

Changes:
- pre-compact.sh: dumps session state before context compression
- session-start.sh: detects active.md for crash recovery
- session-stop.sh: archives and clears active.md on clean shutdown
- context-management.md: file-backed state as primary strategy
- 9 agents updated with incremental section writing protocol
  (game-designer, systems-designer, economy-designer, narrative-director,
   level-designer, world-builder, writer, art-director, audio-director)
- CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead
- design-docs.md rule: enforces incremental writing pattern
- .gitignore: excludes ephemeral session state files
- directory-structure.md: documents session-state/ and session-logs/
- COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add AskUserQuestion integration across collaborative protocols

Explicitly reference the AskUserQuestion tool in all collaborative agent
definitions, protocol templates, team orchestrator skills, and the master
principle doc. Introduces the Explain-then-Capture pattern: agents write
full expert analysis in conversation, then call AskUserQuestion with
concise labels to capture decisions via structured UI.

26 files updated:
- 3 protocol templates (design, leadership, implementation)
- 14 agent definitions (10 design + 3 leadership + writer)
- 8 orchestrator skills (brainstorm + 7 team-*)
- 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add /design-systems skill: concept-to-GDD decomposition workflow

Bridges the gap between game concept and per-system design documents.
Professional studios use systems enumeration + dependency sorting between
concept and feature docs — skipping this step is one of the most expensive
mistakes (systems discovered during production cost 5-10x more to add).

New files:
- .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill
  (enumerate systems, map dependencies, assign priorities, write GDDs)
- .claude/docs/templates/systems-index.md — master tracking template

Flow integration (7 existing skills updated):
- brainstorm, start, setup-engine, design-review, gate-check,
  project-stage-detect, game-concept template all reference /design-systems
  at the appropriate workflow touchpoints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0

Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh
empty-variable bug, fix log-agent.sh field name (agent_name → agent_type),
harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops
to while-read for space-safe iteration, add POSIX head -n syntax, increase
PreCompact timeout, widen session-stop log window.

Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills.
Fix project-stage-detect template/output paths, tech-artist → technical-artist.

Docs: add /design-systems to all references (README, quick-start, workflow guide,
skills-reference), update skill count 35 → 36, remove stale AI artifacts from
COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:52:35 +11:00

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4.1 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: 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.