team-combat

Orchestrates a multi-agent team to design, implement, and validate game combat features.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill team-combat-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/team-combat
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill team-combat-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a combat feature requires coordinating design, gameplay code, AI behavior, VFX, audio, and QA across multiple disciplines. This Skill orchestrates that entire pipeline through specialized subagents so a combat feature goes from description to validated implementation with user-approved decision gates. ## Core Features & Use Cases - Phased team pipeline: Runs design, architecture, parallel implementation, integration, validation, and sign-off phases using game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester subagents. - Engine idiom validation: Spawns the project's primary engine specialist to check that architecture matches the pinned engine (Unity, Godot, Unreal) before implementation begins. - Configurable review modes: Supports full, lean, and solo review modes via a --review flag or production/review-mode.txt to control director gate spawning. - Use Case: Describe a melee parry system, approve the generated design document and architecture sketch at each gate, and receive implemented gameplay code, AI reactions, VFX, audio event lists, and QA test results with a final COMPLETE or BLOCKED verdict. ## Quick Start Ask Codex to run $ai-game-studio:team-combat with a combat feature description such as "ranged weapon spread system" and approve each phase gate as proposals appear.

Frequently Asked Questions about team-combat

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a combat feature with an AI agent team?

Invoke the skill with a combat feature description, such as a melee parry system. It spawns game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester subagents across design, architecture, implementation, integration, and validation phases, with your approval required at each gate.

What review modes does the combat team workflow support?

Three modes are supported: full spawns all director and lead gates, lean keeps only phase-gate directors, and solo skips all director gates. Set the mode with a --review argument or a production/review-mode.txt file; otherwise it defaults to lean.

Does the combat pipeline work with Unity, Godot, and Unreal?

Yes. The skill reads the primary engine specialist from .ai-game-studio/project.json and spawns it to validate that class structure, node hierarchies, and APIs are idiomatic for the pinned engine before implementation begins.

What happens when a combat team subagent gets blocked?

The orchestrator surfaces the blocked agent and reason immediately, checks whether later phases depend on its output, and offers options to skip with a noted gap, retry with narrower scope, or stop. A partial report of completed work is always produced.

When should I not use the team-combat orchestration skill?

Avoid it when no combat feature description is available, when the underlying ADR is still in Proposed status, or when scope is too large for one feature. In those cases run architecture-decision or create-stories first to prepare proper inputs.