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Agent Orchestration
Skill

/team-live-ops

Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

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

Context preview

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

Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

SKILL.md

team-live-ops.SKILL.md
name: team-live-ops
description: "Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update."
argument-hint: "[season name or event 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 season name or event description is provided, output: > "Usage: `/team-live-ops [season name or event description]` — Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning 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

  • **live-ops-designer** — Season structure, event cadence, retention mechanics, battle pass
  • **economy-designer** — Live economy balance, store rotation, currency pricing, pity timers
  • **analytics-engineer** — Success metrics, A/B test design, event tracking, dashboard specs
  • **community-manager** — Player-facing announcements, event descriptions, seasonal messaging
  • **narrative-director** — Seasonal narrative theme, story arc, world event framing
  • **writer** — Event descriptions, reward item names, seasonal flavor text, announcement copy

How to Delegate

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

  • `subagent_type: live-ops-designer` — Season/event structure and retention mechanics
  • `subagent_type: economy-designer` — Live economy balance and reward pricing
  • `subagent_type: analytics-engineer` — Success metrics, A/B tests, event instrumentation
  • `subagent_type: community-manager` — Player-facing communication and messaging
  • `subagent_type: narrative-director` — Seasonal theme and narrative framing
  • `subagent_type: writer` — All player-facing text: event descriptions, item names, copy

Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).

Pipeline

Phase 1: Season/Event Scoping

Delegate to **live-ops-designer**:

  • Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
  • Outline the content list: what's new (modes, items, challenges, story beats)
  • Define the retention hook: what brings players back daily/weekly during this season
  • Identify resource budget: how much new content needs to be created vs. reused
  • Output: season brief with scope, content list, and retention mechanic overview

Phase 2: Narrative Theme

Delegate to **narrative-director**:

  • Read the season brief from Phase 1
  • Design the seasonal narrative theme: how does this event connect to the game world?
  • Define the central story hook players will discover during the event
  • Identify which existing lore threads this season can advance
  • Output: narrative framing document (theme, story hook, lore connections)

Phase 3: Economy Design (parallel with Phase 2 if theme is clear)

Delegate to **economy-designer**:

  • Read the season brief and existing economy rules from `design/live-ops/economy-rules.md`
  • Design the reward track: free tier progression, premium tier value proposition
  • Plan the in-season economy: seasonal currency, store rotation, pricing
  • Define pity timer mechanics and bad-luck protection for any random elements
  • Verify no pay-to-win items in premium track
  • Output: economy design doc with reward tables, pricing, and currency flow

Phase 4: Analytics and Success Metrics (parallel with Phase 3)

Delegate to **analytics-engineer**:

  • Read the season brief
  • Define success metrics: participation rate target, retention lift target, battle pass completion rate
  • Design any A/B tests to run during the season (e.g., different reward cadences)
  • Specify new telemetry events needed for this season's content
  • Output: analytics plan with success criteria and instrumentation requirements

Phase 5: Content Writing (parallel)

Delegate in parallel:

  • **narrative-director** (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
  • **writer**: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
  • Both should read the narrative framing doc from Phase 2

Phase 6: Player Communication Plan

Delegate to **community-manager**:

  • Read the season brief, economy design, and narrative framing
  • Draft the season launch announcement (tone, key highlights, platform-specific versions)
  • Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
  • Draft known-issues section placeholder for day-1 patch notes
  • Output: communication calendar with draft copy for each touchpoint

Phase 7: Review and Sign-off

Collect outputs from all phases and present a cons

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