team-live-ops
Skill8 starsChanged 7 months agoMITView on GitHub
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.
We split this skill into the rules it gives an agent
22 rules. 11 are common, 4 are distinctive, and 7 are very specific to this project.
11
Common
Most of the 7 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
7
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 8
Argument check: If no season name or event description is provided, output:
- Common: line 12
When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.
- Common: line 29
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 path, existing season docs, ethics policy path, current economy state).
- Common: line 51
Read the season brief from Phase 1
- Very specific: line 59
Read the season brief and existing economy rules from design/live-ops/economy-rules.md
- Common: line 63
Verify no pay-to-win items in premium track
- Common: line 68
Read the season brief
- Common: line 77
writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
- Common: line 82
Read the season brief, economy design, and narrative framing
- Very specific: line 101
Ethics review: check the Phase 3 economy design against design/live-ops/ethics-policy.md
- Very specific: line 102
If the file does not exist: flag "ETHICS REVIEW SKIPPED: design/live-ops/ethics-policy.md not found.
- Common: line 106
Ask the user to approve the season plan before delegating to production teams.
- Very specific: line 110
All documents save to design/live-ops/:
- Common: line 117
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Distinctive: line 120
Assess dependencies: Check whether the blocked agent's output is required by subsequent phases.
- Distinctive: line 124
Stop here and resolve the blocker first
- Common: line 127
If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.
- Distinctive: line 131
All file writes (season design docs, analytics plans, communication calendars) are delegated to sub-agents spawned via Task.
- Very specific: line 143
Run /design-review on the season design document for consistency validation.
- Very specific: line 144
Run /sprint-plan to schedule content creation work for the season.
- Very specific: line 145
Run /team-release when the season content is ready to deploy.
“Common” is measured: kept by at least 6 in 10 of the 7 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
Argument check: If no season name or event description is provided, output:
"Usage:
/team-live-ops [season name or event description]— Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning 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.
The user must approve before moving to the next phase.
Team Composition
- live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
- economy-designer — Live economy balance, store rotation, currency pricing, pity timers
- analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
- community-manager — Player-facing announcements, event descriptions, seasonal messaging
- narrative-director — Seasonal narrative theme, story arc, world event framing
- writer — Event descriptions, reward item names, seasonal flavor text, announcement copy
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: live-ops-designer— Season/event structure and retention mechanicssubagent_type: economy-designer— Live economy balance and reward pricingsubagent_type: analytics-engineer— Success metrics, A/B tests, event instrumentationsubagent_type: community-manager— Player-facing communication and messagingsubagent_type: narrative-director— Seasonal theme and narrative framingsubagent_type: writer— All player-facing text: event descriptions, item names, copy
Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
Pipeline
Phase 1: Season/Event Scoping
Delegate to live-ops-designer:
- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
- Outline the content list: what's new (modes, items, challenges, story beats)
- Define the retention hook: what brings players back daily/weekly during this season
- Identify resource budget: how much new content needs to be created vs. reused
- Output: season brief with scope, content list, and retention mechanic overview
Phase 2: Narrative Theme
Delegate to narrative-director:
- Read the season brief from Phase 1
- Design the seasonal narrative theme: how does this event connect to the game world?
- Define the central story hook players will discover during the event
- Identify which existing lore threads this season can advance
- Output: narrative framing document (theme, story hook, lore connections)
Phase 3: Economy Design (parallel with Phase 2 if theme is clear)
Delegate to economy-designer:
- Read the season brief and existing economy rules from
design/live-ops/economy-rules.md - Design the reward track: free tier progression, premium tier value proposition
- Plan the in-season economy: seasonal currency, store rotation, pricing
- Define pity timer mechanics and bad-luck protection for any random elements
- Verify no pay-to-win items in premium track
- Output: economy design doc with reward tables, pricing, and currency flow
Phase 4: Analytics and Success Metrics (parallel with Phase 3)
Delegate to analytics-engineer:
- Read the season brief
- Define success metrics: participation rate target, retention lift target, battle pass completion rate
- Design any A/B tests to run during the season (e.g., different reward cadences)
- Specify new telemetry events needed for this season's content
- Output: analytics plan with success criteria and instrumentation requirements
Phase 5: Content Writing (parallel)
Delegate in parallel:
- narrative-director (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
- writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
- Both should read the narrative framing doc from Phase 2
Phase 6: Player Communication Plan
Delegate to community-manager:
- Read the season brief, economy design, and narrative framing
- Draft the season launch announcement (tone, key highlights, platform-specific versions)
- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
- Draft known-issues section placeholder for day-1 patch notes
- Output: communication calendar with draft copy for each touchpoint
Phase 7: Review and Sign-off
Collect outputs from all phases and present a consolidated season plan:
- Season brief (Phase 1)
- Narrative framing (Phase 2)
- Economy design and reward tables (Phase 3)
- Analytics plan and success metrics (Phase 4)
- Written content inventory (Phase 5)
- Communication calendar (Phase 6)
Present a summary to the user with:
- Content scope: what is being created
- Economy health check: does the reward track feel fair and non-predatory?
- Analytics readiness: are success criteria defined and instrumented?
- Ethics review: check the Phase 3 economy design against
design/live-ops/ethics-policy.md- If the file does not exist: flag "ETHICS REVIEW SKIPPED:
design/live-ops/ethics-policy.mdnot found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: createdesign/live-ops/ethics-policy.md. - If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use
AskUserQuestionwith options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review.
- If the file does not exist: flag "ETHICS REVIEW SKIPPED:
- Open questions: decisions still needed before production begins
Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: BLOCKED.
Output Documents
All documents save to design/live-ops/:
seasons/S[N]_[name].md— Season design document (from Phase 1-3)seasons/S[N]_[name]_analytics.md— Analytics plan (from Phase 4)seasons/S[N]_[name]_comms.md— Communication calendar (from Phase 6)
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.
If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.
File Write Protocol
All file writes (season design docs, analytics plans, communication calendars) 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.
Output
A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
Verdict: COMPLETE — season plan produced and handed off for production.
Next Steps
- Run
/design-reviewon the season design document for consistency validation. - Run
/sprint-planto schedule content creation work for the season. - Run
/team-releasewhen the season content is ready to deploy.
Other versions8 projects use a version of this.
Word for word · 1
- dawn840705/claude-code-studios★ 1100% same
Edited · 6
- Donchitos/Claude-Code-Game-Studios★ 27k40% same
- striderZA/OpenCodeGameStudios★ 9398% same
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- hongyuanc/codex-game-studios★ 565% same
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Wrote their own version · 1
- cenconq25/claude-code-app-studio★ 40same 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.
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