--- name: team-level description: "Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation." argument-hint: "[level name or area to design] [--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-level/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet --- If no argument is provided, output usage guidance and exit without spawning any agents or reading any design files: > Usage: `/team-level [level name or area to design] [--review full|lean|solo]` — specify the level or area to design (e.g., `forest temple`, `tutorial village`, `final boss arena`). Do not use `AskUserQuestion` here; output the guidance directly. 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. In `collaborative` mode, the user must approve before moving to the next step. In `guided` mode the pipeline advances automatically unless a step is BLOCKED; in `autonomous` mode it runs end to end, recording each step outcome via `log_decision`. Decisions in `automation_always_ask` categories (`is_always_ask_category` helper) always prompt regardless of mode. See `.claude/docs/automation-modes.md`. ## Phase 0: Resolve Config !`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size` Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`. `review_mode` sets director-gate depth, and this pipeline has no director gate: no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its phase gates are the pipeline's own decision points (defined under `team.size` below), and the agents that work at them are team members, not director gates. `automation` drives the Decision Points note above. See the Decision Points note above and `.claude/docs/automation-modes.md` for how each mode changes pipeline behavior. **`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs). - **`individual`** (default): `level-designer` only. Other agents consulted via the level-designer, not spawned separately. - **`small`**: + `systems-designer` + `art-director` + `qa-tester`. - **`studio`**: + `narrative-director` + `world-builder` + `accessibility-specialist` (the full pipeline as documented). A non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point this pipeline itself lists** — a transition under Decision Points above, or a **Gate** step written into the pipeline below — **whatever the `automation` mode.** `guided` and `autonomous` change how a gate is passed (it auto-advances, or is recorded with `log_decision`), not whether it is one, so bounded-exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it. **Announce the active set before Step 1 — never let the collapse be silent.** Before spawning anything, state in one line which agents this run will actually spawn, and which the pipeline below names but will **not** spawn at the resolved `team.size`. For example: > `Active set (team.size: ): .` > `Not spawned this run: — consulted` > `through . Raise team.size (or modes.rigor) to widen.` Fill it from the `team.size` list directly above and the agents this file's own pipeline names — not from an example. Both sets differ per orchestrator. The pipeline below reads as a multi-agent fan-out and at the shipped default it is one or two agents — `team-release` names ten and runs one, `team-narrative` names six across five phases and runs `writer` alone. **The collapse is correct**: `team.size` is rigor-fronted and the narrow default is the token lever. Without saying so, a reader cannot distinguish a correctly-collapsed run from a broken pipeline, and the per-agent "routes through the nearest core agent with an informational note" rule above fires at routing time and never states the shape of the run as a whole. This is the same rule as the skipped-check reporting elsewhere in this file: **a constraint that is enforced but never surfaced is indistinguishable, to the person reading the output, from one that was never enforced.** 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` — or `design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal` — if either exists - 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 `Agent` 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: accessibility-specialist` — Navigation clarity, colorblind safety, cognitive load - `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist **Brief each agent — do not dump context.** Read the shared inputs **once** and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs. **End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session. **Substitute a real path for `[path]`.** Working artifacts go under `production/levels/[level-name]/`, slugged as in the "Save to" step below. One file per agent, so the parallel steps never share one: | Step / agent | Writes to | |---|---| | 1 narrative-director | `production/levels/[level-name]/narrative.md` | | 1 world-builder | `production/levels/[level-name]/lore.md` | | 1 art-director | `production/levels/[level-name]/visual-direction.md` | | 2 level-designer | `production/levels/[level-name]/layout.md` | | 3 systems-designer | `production/levels/[level-name]/systems.md` | | 4 art-director | `production/levels/[level-name]/production-concepts.md` | | 4 accessibility-specialist | `production/levels/[level-name]/accessibility.md` | | 5 qa-tester | `production/qa/test-cases/[level-name]-cases.md` — test cases, edge cases, playtest checklist, acceptance criteria | These are working drafts; the durable record is the level design document you compile from them (`design/levels/[level-name].md`). > **Why this does not violate the Collaboration Protocol.** `CLAUDE.md` requires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes **without** asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made for `consistency-check` appending to `active.md`. The exception holds only when all three are true: (1) the path is one **you** named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact under `production/`, `docs/` or `tests/`, never an edit to existing source or config; (3) the phase that produced it is itself gated by an `AskUserQuestion` before the pipeline advances. Outside those three, the agent must ask. **Do not "fix" this by asking per subagent** — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists. 3. **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 `Agent` 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.md` if 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].md` does 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 4. **Compile the level design document** combining all team outputs into the level design template format. The orchestrator already holds every sub-agent's output — **compile the document itself; do not re-spawn `level-designer` and re-send all outputs verbatim.** That second spawn pays a fresh agent's overhead plus a full re-transmission of context the orchestrator already has, to move text it is already holding. After compiling into the level-design template format, ask the user directly via `AskUserQuestion`: "May I write the compiled level design to `design/levels/[level-name].md`?" On approval, write it. 5. **Save to** `design/levels/[level-name].md` after that approval. `[level-name]` is the argument as a slug — lowercase, spaces → hyphens (`forest dungeon` → `forest-dungeon.md`) — and `[area-name]` in the adjacent area check is slugged the same way. 6. **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 Per-agent artifacts (narrative docs, test checklists) are written by the sub-agent that produced them, under the **bounded exception** documented above under "Why this does not violate the Collaboration Protocol" — the path is one you named, the artifact is new under `production/`, `docs/` or `tests/`, and the phase is gated by an `AskUserQuestion`. A sub-agent does **not** prompt per write inside those bounds; outside them it must ask. The **one exception is the final compiled level-design document**: the orchestrator already holds every input, so it compiles and writes that file itself after its own "May I write …?" prompt (Step 4) — re-spawning an agent just to write text the orchestrator is already holding is pure overhead. Verdict: **COMPLETE** — level design document produced and all team outputs compiled. Verdict: **BLOCKED** — one or more agents blocked, or an agent was skipped (`.claude/docs/error-recovery-protocol.md` step 5); partial report produced with unresolved items listed. ## Next Steps - Run `/design-review design/levels/[level-name].md` to validate the completed level design doc. - Run `/dev-story` to implement level content once the design is approved. - Run `/qa-plan` to generate a QA test plan for this level. ## Error Recovery Protocol **First, verify the artifact.** If the return contract named a path, check the path exists before treating the phase as done — **a named artifact that is not on disk is a failed phase, however fluent the response reads.** An agent can burn a full phase and return a plausible preamble having written nothing, which is neither BLOCKED nor an error nor "cannot complete", so the trigger below never fires. Resume it naming the unmet contract; the context is usually still there. If any spawned agent returns BLOCKED, errors, or cannot complete: **surface it immediately, don't proceed past a dependency it blocks, and always produce a partial report.** A skipped agent's section stays a named gap — never fill it with content of your own. Full procedure: `.claude/docs/error-recovery-protocol.md`. Common blockers: - Input file missing (story not found, GDD absent) → redirect to the skill that creates it - ADR status is Proposed → do not implement; once it is decided, accept it with `/architecture-decision accept ADR-NNNN` - Scope too large → split into two stories via `/create-stories` - Conflicting instructions between ADR and story → surface the conflict, do not guess