team-level

Orchestrates six design subagents to produce a complete game level design document.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing a game level requires coordinating narrative, lore, layout, systems, art, accessibility, and QA concerns, which is difficult to do consistently in a single pass. This Skill orchestrates a team of specialized subagents through a gated, five-step workflow so every discipline contributes before the level design document is written. ## Core Features & Use Cases - Multi-Agent Orchestration: Spawns narrative-director, world-builder, art-director, level-designer, systems-designer, accessibility-specialist, and qa-tester subagents in sequenced and parallel steps. - User-Approved Gates: Presents each step's outputs for confirmation before proceeding, with configurable review modes (full, lean, solo) controlling director gate spawning. - Dependency and Accessibility Checks: Detects unresolved adjacent-area references and BLOCKING accessibility concerns, surfacing them with explicit resolution options. - Use Case: Ask for a new "forest dungeon" level and receive a compiled design/levels/forest-dungeon.md containing narrative beats, layout, encounter tables, art specs, accessibility findings, and a QA playtest checklist. ## Quick Start Use $ai-game-studio:team-level to design the tutorial level for this game and compile the full level design document.

Frequently Asked Questions about team-level

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

FAQPage Schema
How do I design a game level with multiple AI agents?

Invoke the team-level skill with a target area name, and it spawns narrative, world-building, art, level design, systems, accessibility, and QA subagents in a gated sequence. Each step's output is presented for your approval before the next begins, and results compile into a level design document.

What does the team-level skill produce as output?

It produces a compiled level design document saved to design/levels/[level-name].md, plus a summary covering area overview, encounter count, asset list, narrative beats, cross-level dependencies, and accessibility concerns with their resolution status.

What input files does the level design workflow need?

It reads the game concept at design/gdd/game-concept.md, game pillars at design/gdd/game-pillars.md, existing docs in design/levels/, narrative docs in design/narrative/, and world-building docs for the area's region or faction.

Can I skip director review gates in the level design workflow?

Yes. Pass --review with a mode argument or set production/review-mode.txt. The lean mode keeps only phase-gate directors, while solo mode skips all director gates and runs without agent gates.

What happens if a level design 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 is always produced.