What problem does it solve?
Game development teams often struggle with disjointed, unaligned planning for post-launch live content like seasons and limited-time events, as coordinating specialized roles (design, economy, analytics, narrative, community) manually leads to delays, inconsistencies, and missed retention opportunities.
Core Features & Use Cases
- End-to-end phased pipeline: Guides teams through 7 structured phases from season scoping to final sign-off, with parallel task execution for efficiency.
- Specialized role orchestration: Spawns and coordinates 6 dedicated live-ops subagents (live-ops designer, economy designer, analytics engineer, community manager, narrative director, writer) to handle domain-specific tasks.
- Built-in guardrails: Includes review gates, ethics validation for reward economies, error recovery for blocked sub-tasks, and standardized output documents for production handoff.
- Use Case: For a 90s F1-style racing game like Overdrive, use this skill to plan a new "Retro Racing Festival" limited-time event, align the team on reward track design, narrative theme, and launch communications in a single structured workflow.
Quick Start
Invoke the team-live-ops skill with the argument "Retro Racing Festival limited-time event" to orchestrate your live-ops team and generate a full, production-ready season plan.