What problem does it solve? Building a game combat feature requires coordinating design, gameplay code, AI behavior, VFX, audio, and QA across multiple disciplines. This Skill orchestrates that entire workflow as a structured multi-agent pipeline so a combat feature goes from description to validated implementation without manual handoffs. ## Core Features & Use Cases - Phased Team Pipeline: Runs design, architecture, parallel implementation, integration, validation, and sign-off phases with specialized subagents (game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester). - Engine Validation: Consults the project's pinned engine specialist (Godot, Unity, or Unreal) to verify architecture is idiomatic before implementation begins. - Configurable Review Modes: Supports full, lean, and solo review modes plus an error recovery protocol that surfaces blocked agents and offers skip, retry, or stop options. - Use Case: Describe a melee parry system, and the Skill produces a GDD section with formulas and edge cases, an approved architecture, parallel implementation of code, AI, VFX, and audio, plus QA test results and a final status verdict. ## Quick Start Use $ai-game-studio:team-combat to design and implement a melee parry system for this project.