team-level

Coordinate specialized subagents to produce a compiled game level design document.

Updated Apr 4, 2026
One-click install
npx skills add https://github.com/WindXRan/y3td --skill team-level-windxran
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-level
Source: https://github.com/WindXRan/y3td/tree/main/.claude/skills/team-level
Command: npx skills add https://github.com/WindXRan/y3td --skill team-level-windxran

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It eliminates the chaos of designing a game area by coordinating narrative, world, art direction, layout, systems integration, accessibility review, and QA planning into one gated workflow.

Core Features & Use Cases

  • Team orchestration with approval gates: Runs stepwise collaboration across specialized subagents and uses user confirmation before proceeding.
  • Structured level production output: Produces a compiled level design document including narrative beats, layout/encounters, systems integration notes, accessibility findings, and QA test planning.
  • Cross-level dependency validation: Detects and prevents inventing missing adjacent level docs by surfacing unresolved connections.

Quick Start

Run /team-level forest dungeon --review lean to generate a complete area design with only essential gate checks.

Frequently Asked Questions about team-level

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

FAQPage Schema
How do I coordinate a full game level design team across different disciplines?

Game level design team coordination is managed through a gated workflow that orchestrates narrative directors, world builders, art directors, level designers, systems designers, accessibility specialists, and QA testers. It uses approval gates to ensure structured, stepwise collaboration across all disciplines.

How do I integrate accessibility reviews and QA planning into level design?

Accessibility reviews and QA planning integrate into level design by running specialized subagents that generate accessibility findings and QA test cases alongside spatial layouts and encounter compositions. This produces a compiled level design document covering all validation requirements.

What is the best way to prevent missing adjacent area documents during level production?

Preventing missing adjacent area documents requires cross-level dependency validation that detects and surfaces unresolved connections in the design/levels/ directory. This stops the workflow from inventing missing level docs and ensures spatial continuity between adjacent game regions.

Can I run parallel subagents for level design tasks like art direction and systems integration?

Parallel subagent execution for art direction and systems integration is supported where specified within the gated workflow. The orchestration runs specialized agents concurrently while maintaining sequential approval gates for decision making and compiled document output.

Does team-level game level orchestration require existing narrative and world-building documents?

Team-level game level orchestration requires existing adjacent area documents in design/levels/ to validate cross-level dependencies. The workflow coordinates narrative direction and world-building around a target level but surfaces unresolved connections rather than inventing missing prerequisite design files.

How do I generate a complete area design with only essential approval gate checks?

Generating a complete area design with essential checks uses the review mode argument set to lean, such as running the command with the target area name and --review lean. This produces full spatial layout, encounter composition, and systems integration outputs with minimal gate interruptions.