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.