What problem does it solve? Building a game combat feature requires coordinating design, gameplay code, AI behavior, VFX, audio, and QA across multiple disciplines, which is slow and error-prone when done ad hoc. This Skill structures that work into a phased pipeline with clear ownership and user approval gates. ## Core Features & Use Cases - Six-Phase Pipeline: Runs design, architecture, parallel implementation, integration, validation, and sign-off phases with defined outputs per phase. - Specialized Subagent Delegation: Spawns game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester subagents via the Task tool, with parallel execution where possible. - User Decision Gates: Presents each subagent's proposals as selectable options with AskUserQuestion before advancing to the next phase. - Use Case: Ask to add a dodge-roll mechanic; the game-designer writes the GDD entry with formulas and tuning knobs, programmers implement it, artists add VFX and audio, and the qa-tester validates against acceptance criteria. ## Quick Start Invoke the team-combat skill with a description of the combat feature you want built, such as a parry system or enemy stagger mechanic.