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Agent Orchestration
Skill

/team-level

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

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

Context preview

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

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

SKILL.md

team-level.SKILL.md
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] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
model: sonnet

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.

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.

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).

3. **Orchestrate the level design team** in sequence:

Step 1: Narrative + Visual Direction (narrative-director + world-builder + art-director, parallel)

Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.

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

Spawn the `art-director` agent to:

  • Establish visual theme targets for this area — these are INPUTS to layout, not outputs of it
  • Define the color temperature and lighting mood for this area (how does it differ from adjacent areas?)
  • Specify shape language direction (angular fortress? organic cave? decayed grandeur?)
  • Name the primary visual landmarks that will orient the player
  • Read `design/art/art-bible.md` if it exists — anchor all direction in the established art bible

**The art-director's visual targets from Step 1 must be passed to the level-designer in Step 2** as explicit constraints. Layout decisions happen within the visual direction, not before it.

**Gate**: Use `AskUserQuestion` to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.

Step 2: Layout and Encounter Design (level-designer)

Spawn the `level-designer` agent with the full Step 1 output as context:

  • Narrative brief (from narrative-director)
  • Lore foundation (from world-builder)
  • **Visual direction targets (from art-director)** — layout must work within these targets, not contradict them

The level-designer should:

  • Design the spatial layout (critical path, optional paths, secrets) — ensuring primary routes align with the visual landmark targets from Step 1
  • Define pacing curve (tension peaks, rest areas, exploration zones) — coordinated with the emotional arc from narrative-director
  • Place encounters with difficulty progression
  • Design environmental puzzles or navigation challenges
  • Define points of interest and landmarks for wayfinding — these must match the visual landmarks the art-director specified
  • Specify entry/exit points and connections to adjacent areas

**Adjacent area dependency check**: After the layout is produced, check `design/levels/` for each adjacent area referenced by the level-designer. If any referenced area's `.md` file does not exist, surface the gap: > "Level references [area-name] as an adjacent area but `design/levels/[area-name].md` does not exist."

Use `AskUserQuestion` with options:

  • (a) Proceed with a placeholder reference — mark the connection as UNRESOLVED in the level doc and list it in the open cross-level dependencies section of the summary report
  • (b) Pause and run `/team-level [area-name]` first to establish that area

Do NOT invent content for the missing adjacent area.

**Gate**: Use `AskUserQuestion` to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to Step 3.

Step 3: Systems Integration (systems-designer)

Spawn the `systems-designer` agent to:

  • Specify enemy compositions and encounter formulas
  • Define loot tables and reward
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