team-level
Skill19 starsChanged 7 months agoMITView on GitHub
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
We split this skill into the rules it gives an agent
11 rules. 6 are common, 1 is distinctive, and 4 are very specific to this project.
6
Common
Most of the 9 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 9
When this skill is invoked:
- Very specific: line 20
Read the game concept at design/gdd/game-concept.md
- Very specific: line 21
Read game pillars at design/gdd/game-pillars.md
- Very specific: line 22
Read existing level docs in design/levels/
- Very specific: line 23
Read relevant narrative docs in design/narrative/
- Common: line 24
Read world-building docs for the area's region/faction
- Common: line 28
Use the Task tool to spawn each team member as a subagent:
- Distinctive: line 36
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
- Common: line 55
Place encounters with difficulty progression
- Common: line 78
Write test cases for the critical path
- Common: line 80
Create a playtest checklist for the area
“Common” is measured: kept by at least 6 in 10 of the 9 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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.
- Read the argument for the target level or area (e.g.,
tutorial,forest dungeon,hub town,final boss arena). - 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
- Read the game concept at
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: narrative-director— Narrative purpose, characters, emotional arcsubagent_type: world-builder— Lore context, environmental storytelling, world rulessubagent_type: level-designer— Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer— Enemy compositions, loot tables, difficulty balancesubagent_type: art-director— Visual theme, color palette, lighting, asset requirementssubagent_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).
- Orchestrate the level design team in sequence:
Step 1: Narrative Context (narrative-director + world-builder)
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
Step 2: Layout and Encounter Design (level-designer)
Spawn the level-designer agent to:
- Design the spatial layout (critical path, optional paths, secrets)
- Define pacing curve (tension peaks, rest areas, exploration zones)
- Place encounters with difficulty progression
- Design environmental puzzles or navigation challenges
- Define points of interest and landmarks for wayfinding
- Specify entry/exit points and connections to adjacent areas
Step 3: Systems Integration (systems-designer)
Spawn the systems-designer agent to:
- Specify enemy compositions and encounter formulas
- Define loot tables and reward placement
- Balance difficulty relative to expected player level/gear
- Design any area-specific mechanics or environmental hazards
- Specify resource distribution (health pickups, save points, shops)
Step 4: Visual Direction (art-director)
Spawn the art-director agent to:
- Define the visual theme and color palette for the area
- Specify lighting mood and time-of-day settings
- List required art assets (environment props, unique assets)
- Define visual landmarks and sight lines
- Specify any special VFX needs (weather, particles, fog)
Step 5: QA Planning (qa-tester)
Spawn the qa-tester agent to:
- Write test cases for the critical path
- Identify boundary and edge cases (sequence breaks, softlocks)
- Create a playtest checklist for the area
- Define acceptance criteria for level completion
- Compile the level design document combining all team outputs into the level design template format.
- Save to
design/levels/[level-name].md. - Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.
Other versions11 projects use a version of this.
Word for word · 1
- scotidev/GameDevStudio★ 1100% same
Edited · 8
- Donchitos/Claude-Code-Game-Studios★ 27k15% same
- striderZA/OpenCodeGameStudios★ 9333% same
- dawn840705/codex-code-studios★ 1731% same
- lilangMax/ClaudeCodeGameStudios★ 833% same
- hongyuanc/codex-game-studios★ 512% same
- dawn840705/claude-code-studios★ 133% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 128% same
- venus2099/codex-game-studios★ 115% same
Wrote their own version · 2
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- ShiningPlague/shiningplague-studio★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
Used alongsideProjects with it also use asset-spec, create-control-manifest and 10 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillasset-spec
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Also in 9 projects that use this
lilangMaxSkillcreate-control-manifest
After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
Also in 9 projects that use this
- +10 more from lilangMax
In this repository37 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- architecture-decisionSkill
- asset-auditSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- changelogSkill
- code-reviewSkill
- design-reviewSkill
- design-systemSkill
- estimateSkill
- gate-checkSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- prototypeSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- scope-checkSkill
- setup-engineSkill
- sprint-planSkill
- startSkill
- team-audioSkill
- team-combatSkill
- team-narrativeSkill
- team-polishSkill
- team-releaseSkill
- team-uiSkill
- tech-debtSkill
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
Reviews can't be read right now.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

