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Agent Orchestration
Skill

/team-level

Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.

From plugin
claude-code-game-studios
39k78 skills49 agents

Claude Code

$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill team-level --agent claude-code

SKILL.md

team-level.SKILL.md
name: team-level
description: "Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation."
argument-hint: "[level name or area to design] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-level/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet

Team Level

If no argument is provided, output usage guidance and exit without spawning any agents or reading any design files: > Usage: `/team-level [level name or area to design] [--review full|lean|solo]` — specify the level or area to design (e.g., `forest temple`, `tutorial village`, `final boss arena`). Do not use `AskUserQuestion` here; output the guidance directly.

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. In `collaborative` mode, the user must approve before moving to the next step. In `guided` mode the pipeline advances automatically unless a step is BLOCKED; in `autonomous` mode it runs end to end, recording each step outcome via `log_decision`. Decisions in `automation_always_ask` categories (`is_always_ask_category` helper) always prompt regardless of mode. See `.claude/docs/automation-modes.md`.

Phase 0: Resolve Config

!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size`

Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`.

`review_mode` sets director-gate depth, and this pipeline has no director gate: no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its phase gates are the pipeline's own decision points (defined under `team.size` below), and the agents that work at them are team members, not director gates.

`automation` drives the Decision Points note above. See the Decision Points note above and `.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.

**`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs).

  • **`individual`** (default): `level-designer` only. Other agents consulted via the level-designer, not spawned separately.
  • **`small`**: + `systems-designer` + `art-director` + `qa-tester`.
  • **`studio`**: + `narrative-director` + `world-builder` + `accessibility-specialist` (the full pipeline as documented).

A non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point this pipeline itself lists** — a transition under Decision Points above, or a **Gate** step written into the pipeline below — **whatever the `automation` mode.** `guided` and `autonomous` change how a gate is passed (it auto-advances, or is recorded with `log_decision`), not whether it is one, so bounded-exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.

**Announce the active set before Step 1 — never let the collapse be silent.** Before spawning anything, state in one line which agents this run will actually spawn, and which the pipeline below names but will **not** spawn at the resolved `team.size`. For example:

> `Active set (team.size: <resolved>): <the agents listed for that size above>.` > `Not spawned this run: <every other agent this pipeline names> — consulted` > `through <nearest active core agent>. Raise team.size (or modes.rigor) to widen.`

Fill it from the `team.size` list directly above and the agents this file's own pipeline names — not from an example. Both sets differ per orchestrator.

The pipeline below reads as a multi-agent fan-out and at the shipped default it is one or two agents — `team-release` names ten and runs one, `team-narrative` names six across five phases and runs `writer` alone. **The collapse is correct**: `team.size` is rigor-fronted and the narrow default is the token lever. Without saying so, a reader cannot distinguish a correctly-collapsed run from a broken pipeline, and the per-agent "routes through the nearest core agent with an informational note" rule above fires at routing time and never states the shape of the run as a whole.

This is the same rule as the skipped-check reporting elsewhere in this file: **a constraint that is enforced but never surfaced is indistinguishable, to the person reading the output, from one that was never enforced.**

1. **Read the argument** for the target level or area (e.g., `tutorial`, `forest dungeon`, `hub town`, `final boss arena`).

2. **Gather context** (read each design doc by section: find the headings you need with the Grep tool with pattern `^#` in content mode, and Read those ranges with offset and limit):

  • Read the game concept at `design/gdd/game-concept.md` — or `design/game-brief.md`,

the one-page brief that replaces it at `rigor: minimal` — if either exists

  • 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 `Agent` 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`
Read more
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Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

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Questions about team-level.

Which coding agents can use team-level?
team-level installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.