team-combat

Coordinate cross-functional game teams through a six-phase combat feature workflow.

Updated Jul 22, 2025
One-click install
npx skills add https://github.com/MichaelSolati/mkai --skill team-combat-michaelsolati
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/MichaelSolati/mkai/tree/main/profiles/game-dev/skills/team-combat
Command: npx skills add https://github.com/MichaelSolati/mkai --skill team-combat-michaelsolati

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Game development teams frequently encounter siloed work, misalignment between design, implementation, art, audio, and QA roles when building combat features, leading to rework, missed requirements, and delayed releases. This skill eliminates these bottlenecks by coordinating all cross-functional team members through a structured, user-approved workflow.

Core Features & Use Cases

  • Structured End-to-End Pipeline: Guides combat feature development through 6 defined phases (Design, Architecture, Implementation, Integration, Validation, Sign-off) with clear deliverables for each stage.
  • Cross-Functional Team Coordination: Automatically orchestrates game designers, gameplay programmers, AI programmers, technical artists, sound designers, QA testers, and engine specialists to work in parallel where possible, eliminating manual handoff delays.
  • Use Case: For a new melee parry system, this skill coordinates the designer to document mechanics and formulas, programmers to implement core and AI logic, artists to create parry VFX, sound designers to add impact audio, and QA to test edge cases, with your approval required before moving between phases.

Quick Start

Invoke the team-combat skill with a clear description of the combat feature you want to develop, such as a ranged weapon spread system, to start the coordinated cross-functional workflow.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I coordinate game combat feature development across multiple disciplines?

Game combat feature development can be coordinated across disciplines using a structured, phased workflow that orchestrates cross-functional team members like designers, programmers, and QA through defined stages with user approval gates. This eliminates siloed work and manual handoff delays.

What is the best way to manage a combat system pipeline for designers, programmers, and QA?

Managing a combat system pipeline effectively requires a structured end-to-end workflow covering Design, Architecture, Implementation, Integration, Validation, and Sign-off phases. This approach automatically orchestrates team members to work in parallel where possible, ensuring clear deliverables for each stage.

How do I prevent rework and misalignment when building game combat mechanics?

Preventing rework and misalignment when building game combat mechanics involves coordinating all cross-functional team members through a user-approved workflow with validation against acceptance criteria and engine best practices. Error recovery protocols for blocked subagents further ensure continuous progress.

Can I use a structured workflow to develop a melee parry system with art and audio teams?

Yes, you can develop a melee parry system using a structured workflow that coordinates designers to document mechanics, programmers to implement logic, artists to create VFX, and sound designers to add impact audio. Your approval is required before moving between phases to ensure alignment.

Does cross-functional combat feature development support engine idiom validation?

Yes, cross-functional combat feature development supports engine idiom validation by incorporating it directly into the structured workflow. Engine specialists are orchestrated alongside other team members to validate features against engine best practices during the Validation phase.

How do I handle blocked subagents during game combat feature implementation?

Blocked subagents during game combat feature implementation are handled using built-in error recovery protocols within the structured workflow. These protocols automatically address blockages to maintain coordinated progress across cross-functional team members without requiring manual intervention.