Files
Claude-Code-Game-Studios/.claude/skills/team-level/SKILL.md
Donchitos 14593802fe Skills update: team-live-ops skill + improvements across 18 existing skills
- 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>
2026-03-13 12:01:26 +11:00

4.8 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, 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).

  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 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
  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.