Files
Claude-Code-Game-Studios/.claude/skills/team-level/SKILL.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
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>
2026-02-13 21:04:24 +11:00

3.8 KiB

name, description, argument-hint, user-invocable, allowed-tools
name description argument-hint user-invocable allowed-tools
team-level Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation. [level name or area to design] true 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).

  1. 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
  1. Compile the level design document combining all team outputs into the level design template format.

  2. Save to design/levels/[level-name].md.

  3. Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.