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Agent Orchestration
Skill

/team-narrative

Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.

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

Claude Code

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

SKILL.md

team-narrative.SKILL.md
name: team-narrative
description: "Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels."
argument-hint: "[narrative content description] [--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-narrative/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet

Team Narrative

If no argument is provided, output usage guidance and exit without spawning any agents: > Usage: `/team-narrative [narrative content description] [--review full|lean|solo]` — describe the story content, scene, or narrative area to work on (e.g., `boss encounter cutscene`, `faction intro dialogue`, `tutorial narrative`). Do not use `AskUserQuestion` here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the narrative 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. In `collaborative` mode, the user must approve before moving to the next phase. In `guided` mode the pipeline advances automatically unless a phase is BLOCKED; in `autonomous` mode it runs end to end, recording each phase 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.

Phase 4's ND-CONSISTENCY is the exception in every mode: it is this pipeline's own review, not an optional director gate, so `review_mode` never skips it (`team.size` still decides who runs it — see Phase 4).

`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): `writer` only; `narrative-director` invoked only on an explicit pillar conflict. Other agents consulted via the writer, not spawned separately.
  • **`small`**: `narrative-director` + `writer`, plus `localization-lead` and `world-builder` when `review_mode` is `full` (at `lean` and `solo` they are consulted through the writer).
  • **`studio`**: all six Team Composition agents, whatever the `review_mode` (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 Phase 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.**

Team Composition

  • **narrative-director** — Story arcs, character design, dialogue strategy, narrative vision
  • **writer** — Dialogue writing, lore entries, item descriptions, in-game text
  • **world-builder** — World rules, faction design, history, geography, environmental storytelling
  • **art-director** — Character visual design, environmental visual storytelling, cutscene/cinematic tone
  • **level-designer** — Level layouts that serve the narrative, pacing, environmental storytelling beats
  • **localization-lead** —
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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-narrative.

Which coding agents can use team-narrative?
team-narrative 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.