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CoralGameCoralGame/Claude-Code-Game-Studios/.claude/skills/team-level/SKILL.md

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
  1. Common:

    When this skill is invoked:

    line 9
  2. Very specific:

    Read the game concept at design/gdd/game-concept.md

    line 20
  3. Very specific:

    Read game pillars at design/gdd/game-pillars.md

    line 21
  4. Very specific:

    Read existing level docs in design/levels/

    line 22
  5. Very specific:

    Read relevant narrative docs in design/narrative/

    line 23
  6. Common:

    Read world-building docs for the area's region/faction

    line 24
  7. Common:

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

    line 28
  8. Distinctive:

    Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).

    line 36
  9. Common:

    Place encounters with difficulty progression

    line 55
  10. Common:

    Write test cases for the critical path

    line 78
  11. Common:

    Create a playtest checklist for the area

    line 80

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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.

  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: 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).

  1. 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
  1. Compile the level design document combining all team outputs into the level design template format.
  2. Save to design/levels/[level-name].md.
  3. Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.

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