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Agent Orchestration
Skill

/team-combat

Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

From plugin
claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill team-combat --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/team-combat

Context preview

The summary Claude sees to decide when to auto-load this skill.

Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.

SKILL.md

team-combat.SKILL.md
name: team-combat
description: "Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end."
argument-hint: "[combat feature description] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
model: sonnet

**Argument check:** If no combat feature description is provided, output: > "Usage: `/team-combat [combat feature description]` — Provide a description of the combat feature to design and implement (e.g., `melee parry system`, `ranged weapon spread`)." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.

**Decision Points:** At each phase 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 phase.

Phase 0: Resolve Review Mode

1. If `--review [mode]` was passed as an argument, use that mode. 2. Else read `production/review-mode.txt` — use whatever is written there. 3. Else default to `lean`.

Modes:

  • `full` — spawn all director and lead gates as described
  • `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • `solo` — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

Team Composition

  • **game-designer** — Design the mechanic, define formulas and edge cases
  • **gameplay-programmer** — Implement the core gameplay code
  • **ai-programmer** — Implement NPC/enemy AI behavior for the feature
  • **technical-artist** — Create VFX, shader effects, and visual feedback
  • **sound-designer** — Define audio events, impact sounds, and ambient combat audio
  • **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)
  • **qa-tester** — Write test cases and validate the implementation

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • `subagent_type: game-designer` — Design the mechanic, define formulas and edge cases
  • `subagent_type: gameplay-programmer` — Implement the core gameplay code
  • `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
  • `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
  • `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
  • `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
  • `subagent_type: qa-tester` — Write test cases and validate implementation

Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).

Pipeline

Phase 1: Design

Delegate to **game-designer**:

  • Create or update the design document in `design/gdd/` covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
  • Output: completed design document

Phase 2: Architecture

Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):

  • Review the design document
  • Design the code architecture: class structure, interfaces, data flow
  • Identify integration points with existing systems
  • Output: architecture sketch with file list and interface definitions

Then spawn the **primary engine specialist** to validate the proposed architecture:

  • Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
  • Are there engine-native systems that should be used instead of custom implementations?
  • Any proposed APIs that are deprecated or changed in the pinned engine version?
  • Output: engine architecture notes — incorporate into the architecture before Phase 3 begins

Use `AskUserQuestion`:

  • Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
  • Options:
  • `[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)`
  • `[B] Revise the architecture first — I'll describe what needs to change`
  • `[C] Stop here — I'll continue later`

Only spawn implementation agents if user selects [A].

Phase 3: Implementation (parallel where possible)

Delegate in parallel:

  • **gameplay-programmer**: Implement core combat mechanic code
  • **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)
  • **technical-artist**: Create VFX and shader effects
  • **sound-designer**: Define audio event list and mixing notes

Phase 4: Integration

  • Wire together gameplay code, AI, VFX, and audio
  • Ensure all tuning knobs are exposed and data-driven
  • Verify the feature works with existing combat systems

Phase 5: Validation

Delegate to **qa-tester**:

  • Write test cases from the acceptance criteria
  • Test all edge cases documented in the design
  • Verify performance impact is within budget
  • File bug reports for any issues found

Phase 6: Sign-off

  • Collect results from all team members
  • Report feature status: COMPLETE / NEEDS WORK / BLOCKED
  • List any outstanding issues and their assigned owners

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

1. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases 2. **Asse

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