team-level

Coordinate multi-discipline subagents to create a level plan with gated approvals.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill team-level-xganqaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-level
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/team-level
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill team-level-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill turns a raw level-design request into a coordinated, multi-discipline level plan with narrative, worldbuilding, layout, systems, accessibility checks, and QA gates—so the resulting area is coherent and production-ready.

Core Features & Use Cases

  • Studio orchestration for area creation: Runs a structured, gated workflow across narrative-director, world-builder, art-director, level-designer, systems-designer, accessibility-specialist, and qa-tester.
  • Decision checkpoints with user approval: Uses interactive AskUserQuestion gates at each major step transition so the user confirms proposals before moving on.
  • Cross-level dependency detection: Detects missing adjacent-area docs in design/levels/ and offers unresolved dependency handling instead of inventing content.
  • Accessibility risk surfacing: Collects BLOCKING/RECOMMENDED/NICE TO HAVE accessibility concerns and prevents proceeding if any BLOCKING issues are acknowledged.

Quick Start

Invoke team-level with the level name or area you want designed, for example: /team-level forest dungeon.

Frequently Asked Questions about team-level

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

FAQPage Schema
How do I coordinate multi-discipline level design for a complete game area?

Level design orchestration coordinates narrative, worldbuilding, art direction, layout, systems integration, accessibility review, and QA planning into a single gated workflow. It processes a level name alongside existing GDD and art bible constraints to output a production-ready area plan.

What is the best way to manage cross-level dependencies when designing a new level?

Cross-level dependency detection scans the design/levels/ directory for missing adjacent-area documentation. Instead of inventing missing content, it identifies unresolved dependencies and offers explicit handling options before proceeding with the level design workflow.

How do I enforce accessibility requirements during game level creation?

Accessibility enforcement during level creation collects BLOCKING, RECOMMENDED, and NICE TO HAVE concerns. It prevents the workflow from proceeding to the next phase if any BLOCKING issues are acknowledged, ensuring accessibility risks are surfaced and resolved before compilation.

Can I use subagent delegation to automate area creation in Claude Code?

Subagent delegation in Claude Code automates area creation by routing tasks to specialized roles like narrative-director, world-builder, and systems-designer. The workflow uses tool-based delegation with interactive AskUserQuestion gates to secure user approval at each major step transition.

Do I need existing Game Design Documents to start the level design workflow?

Existing GDD, narrative, world-building, and art bible sources are required as constraints. The workflow uses these documents to ensure the resulting level design is coherent and aligns with established game systems, art direction, and worldbuilding lore before compiling into design/levels/[level-name].md.

Why does my level design workflow stop before generating the final area document?

The workflow halts at decision checkpoints using interactive AskUserQuestion gates to require user approval before moving forward. It also blocks progression if accessibility BLOCKING issues are acknowledged or if cross-level dependency checks detect unresolved adjacent-area documentation.