team-level
Skill8 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
30 rules. 10 are common, 5 are distinctive, and 15 are very specific to this project.
10
Common
Most of the 9 edited versions we read keep these.
5
Distinctive
This author's own choices. Worth a look.
15
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 37
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
- Very specific: line 60
Read design/art/art-bible.md if it exists — anchor all direction in the established art bible
- Very specific: line 64
Gate: Use AskUserQuestion to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm …
- Common: line 75
Place encounters with difficulty progression
- Very specific: line 80
Adjacent area dependency check: After the layout is produced, check design/levels/ for each adjacent area referenced by the level-designer.
- Very specific: line 83
Use AskUserQuestion with options:
- Common: line 87
Do NOT invent content for the missing adjacent area.
- Very specific: line 89
Gate: Use AskUserQuestion to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to …
- Very specific: line 99
Gate: Use AskUserQuestion to present Step 3 outputs and confirm before proceeding to Step 4.
- Very specific: line 114
Check that critical path signposting uses shape/icon/sound cues in addition to color
- Common: line 116
Check that key gameplay areas have sufficient contrast for colorblind players
- Common: line 119
Wait for both agents to return before proceeding.
- Very specific: line 121
Gate: Use AskUserQuestion to present both Step 4 results.
- Common: line 125
Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.
- Common: line 129
Write test cases for the critical path
- Common: line 131
Create a playtest checklist for the area
- Distinctive: line 146
All file writes (level design docs, narrative docs, test checklists) are delegated to sub-agents spawned via Task.
- Very specific: line 155
Run /design-review design/levels/[level-name].md to validate the completed level design doc.
- Very specific: line 156
Run /dev-story to implement level content once the design is approved.
- Very specific: line 157
Run /qa-plan to generate a QA test plan for this level.
- Distinctive: line 161
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Distinctive: line 164
Assess dependencies: Check whether the blocked agent's output is required by subsequent phases.
- Distinctive: line 168
Stop here and resolve the blocker first
“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: accessibility-specialist— Navigation clarity, colorblind safety, cognitive loadsubagent_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 + Visual Direction (narrative-director + world-builder + art-director, parallel)
Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.
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
Spawn the art-director agent to:
- Establish visual theme targets for this area — these are INPUTS to layout, not outputs of it
- Define the color temperature and lighting mood for this area (how does it differ from adjacent areas?)
- Specify shape language direction (angular fortress? organic cave? decayed grandeur?)
- Name the primary visual landmarks that will orient the player
- Read
design/art/art-bible.mdif it exists — anchor all direction in the established art bible
The art-director's visual targets from Step 1 must be passed to the level-designer in Step 2 as explicit constraints. Layout decisions happen within the visual direction, not before it.
Gate: Use AskUserQuestion to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.
Step 2: Layout and Encounter Design (level-designer)
Spawn the level-designer agent with the full Step 1 output as context:
- Narrative brief (from narrative-director)
- Lore foundation (from world-builder)
- Visual direction targets (from art-director) — layout must work within these targets, not contradict them
The level-designer should:
- Design the spatial layout (critical path, optional paths, secrets) — ensuring primary routes align with the visual landmark targets from Step 1
- Define pacing curve (tension peaks, rest areas, exploration zones) — coordinated with the emotional arc from narrative-director
- Place encounters with difficulty progression
- Design environmental puzzles or navigation challenges
- Define points of interest and landmarks for wayfinding — these must match the visual landmarks the art-director specified
- Specify entry/exit points and connections to adjacent areas
Adjacent area dependency check: After the layout is produced, check design/levels/ for each adjacent area referenced by the level-designer. If any referenced area's .md file does not exist, surface the gap:
"Level references [area-name] as an adjacent area but
design/levels/[area-name].mddoes not exist."
Use AskUserQuestion with options:
- (a) Proceed with a placeholder reference — mark the connection as UNRESOLVED in the level doc and list it in the open cross-level dependencies section of the summary report
- (b) Pause and run
/team-level [area-name]first to establish that area
Do NOT invent content for the missing adjacent area.
Gate: Use AskUserQuestion to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to Step 3.
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)
Gate: Use AskUserQuestion to present Step 3 outputs and confirm before proceeding to Step 4.
Step 4: Production Concepts + Accessibility (art-director + accessibility-specialist, parallel)
Note: The art-director's directional pass (visual theme, color targets, mood) happened in Step 1. This pass is location-specific production concepts — given the finalized layout, what does each specific space look like?
Spawn the art-director agent with the finalized layout from Step 2:
- Produce location-specific concept specs for key spaces (entrance, key encounter zones, landmarks, exits)
- Specify which art assets are unique to this area vs. shared from the global pool
- Define sight-line and lighting setups per key space (these are now layout-informed, not directional)
- Specify VFX needs that are specific to this area's layout (weather volumes, particles, atmospheric effects)
- Flag any locations where the layout creates visual direction conflicts with the Step 1 targets — surface these as production risks
Spawn the accessibility-specialist agent in parallel to:
- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
- Check that critical path signposting uses shape/icon/sound cues in addition to color
- Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
- Check that key gameplay areas have sufficient contrast for colorblind players
- Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)
Wait for both agents to return before proceeding.
Gate: Use AskUserQuestion to present both Step 4 results. If the accessibility-specialist returned any BLOCKING concerns, highlight them prominently and offer:
- (a) Return to level-designer and art-director to redesign the flagged elements before Step 5
- (b) Document as a known accessibility gap and proceed to Step 5 with the concern explicitly logged in the final report
Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.
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, any cross-team dependencies or open questions, open cross-level dependencies (adjacent areas referenced but not yet designed, each marked UNRESOLVED), and accessibility concerns with their resolution status.
File Write Protocol
All file writes (level design docs, narrative docs, test checklists) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
Verdict: COMPLETE — level design document produced and all team outputs compiled. Verdict: BLOCKED — one or more agents blocked; partial report produced with unresolved items listed.
Next Steps
- Run
/design-review design/levels/[level-name].mdto validate the completed level design doc. - Run
/dev-storyto implement level content once the design is approved. - Run
/qa-planto generate a QA test plan for this level.
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decisionfirst - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
Other versions11 projects use a version of this.
Word for word · 1
- dawn840705/claude-code-studios★ 1100% same
Edited · 8
- Donchitos/Claude-Code-Game-Studios★ 27k43% same
- striderZA/OpenCodeGameStudios★ 9398% same
- CoralGame/Claude-Code-Game-Studios★ 1984% same
- dawn840705/codex-code-studios★ 1795% same
- hongyuanc/codex-game-studios★ 563% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 188% same
- scotidev/GameDevStudio★ 184% same
- venus2099/codex-game-studios★ 144% 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.
In this repository76 other files it gives its agents.
- CCGS Skill Testing Framework/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- design/CLAUDE.mdCLAUDE.md
- docs/CLAUDE.mdCLAUDE.md
- src/CLAUDE.mdCLAUDE.md
- adoptSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- estimateSkill
- gate-checkSkill
- helpSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- setup-engineSkill
- skill-improveSkill
- skill-testSkill
- smoke-checkSkill
- soak-testSkill
- sprint-planSkill
- sprint-statusSkill
- startSkill
- story-doneSkill
- The first 60 shown.
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Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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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.
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