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ShiningPlagueShiningPlague/shiningplague-studio/skills/team-level/SKILL.md

team-level

Skill0 starsChanged 4 months agoMITView on GitHub

Use when working on world map design, location layout, encounter placement, travel systems, or spatial pacing. Routes to the correct workflow pattern and executes step-by-step. ShiningPlague-adopted: full implementation with team-orchestrator protocol, level-designer + world-builder + game-designer dispatch, and a project level-context block.

11 other projects use a version of this.

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Used with

Projects with it also use soak-test, team-live-ops and 2 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.
  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 8 projects that use this

  • lilangMaxSkill

    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.

    Also in 8 projects that use this

  • +2 more from lilangMax

The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 1 is distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 10 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Read production/workstreams/level-world.md — what's done, in-progress, next

    line 31
  2. Distinctive:

    Ask or infer: which ACTIVITY?

    line 32
  3. Very specific:

    Follow the matching execution chain from team-orchestrator.md

    line 33

“Common” is measured: kept by at least 6 in 10 of the 10 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

Team Level

🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; this version is the full implementation.

Execution protocol: .claude/docs/templates/team-orchestrator.md Workstream state: production/workstreams/level-world.md Domain code: LW

If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.

Step 0: Load State + Select Activity

  1. Read production/workstreams/level-world.md — what's done, in-progress, next
  2. Ask or infer: which ACTIVITY? (Design / Build / Content / Playtest / Review / Ship)
  3. Follow the matching execution chain from team-orchestrator.md

Agent Routing — WHO to dispatch at each step

Step in chainAgent to dispatchWhat they do
Design: brainstorm / speclevel-designerSpatial layouts, encounter pacing, difficulty curves
Design: world rulesworld-builderLore integration, environmental storytelling
Design: mechanicsgame-designerEncounter mechanics, travel formulas, gathering actions
Design: GDD authoringlevel-designer8-section GDD per /design-system
Build: implementationgameplay-programmerMap system code, travel logic, spawn systems
Build: code qualitygodot-gdscript-specialistStatic typing, signals, performance
Content: location dataDirect — in-engine location editor dock / JSON authoring
Content: encounter dataDirect — in-engine enemy editor dock / JSON authoring
Playtest: pacingqa-testerTravel timing, encounter frequency, difficulty flow
Review: design reviewcreative-directorGate CD-GDD-ALIGN
Review: narrative fitcreative-directorGate CD-NARRATIVE
Review: pillars checkcreative-directorGate CD-PILLARS

Gates to Fire

GateWhenDirector
CD-GDD-ALIGNAfter level/world GDD sectionscreative-director
CD-NARRATIVENarrative purpose of locationscreative-director
CD-PILLARSIf world changes affect exploration/discovery pillarscreative-director

Templates

  • .claude/docs/templates/level-design-document.md
  • .claude/docs/templates/faction-design.md

Project-Specific Context

Fill in for your project (examples):

  • World map scene + location data paths (e.g. scenes/map/, data/locations/)
  • Spatial data schemas (e.g. a location graph JSON, dock-editable)
  • Spawn/encounter systems (e.g. tag-based matching — never per-location hardcoded lists)
  • Travel/pacing formulas and where they're documented
  • Current world content counts (locations, regions, encounter tables)

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