Team Level
INTEGRATED SYSTEM: this skill belongs to the complete "Claude Code Game Studios" template (49 agents, 74 skills, templates and a studio CLAUDE.md); it assumes that template and its conventions.
- What
- INTEGRATED SYSTEM: this skill belongs to the complete "Claude Code Game Studios" template (49 agents, 74 skills, templates and a studio CLAUDE.md); it assumes that template and its conventions.
- Cost
- Free
- Needs
- Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else.
- Install
- Copy the installer prompt below into your Muse — your agent does the rest.
INTEGRATED SYSTEM: this skill belongs to the complete "Claude Code Game Studios" template (49 agents, 74 skills, templates and a studio CLAUDE.md); it assumes that template and its conventions. This listing installs only this skill's folder, without the rest of the system, and the skill may reference template agents or files that are absent outside the full template. It orchestrates the level team for one area: narrative, lore and visual direction in parallel, then layout within those targets (with an explicit check for referenced adjacent areas that do not exist yet), systems integration, production concepts with an accessibility pass whose blocking concerns must be acknowledged, and QA planning. At the default team size only the level-designer runs; wider sizes add the other six agents. Sub-agents write working files under production/levels/[level-name]/ under a documented bounded exception; the orchestrator writes the compiled design/levels/[level-name].md only after asking.
Version:
Install
Copy the install package below, then paste it into Muse📌 Pinned version: commit 05ad7c8Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else. Prerequisites — INTEGRATED SYSTEM FIRST: this skill is one piece of the complete "Claude Code Game Studios" template (49 agents, 74 skills, studio templates and a studio CLAUDE.md, per the repository README). Each skill assumes that template is installed, with its conventions, its project.yaml / project.local.yaml configuration, its .claude/docs/ mode documents, its hooks (for example hooks/yaml-helper.sh, outside this skill's folder) and its .claude/scripts/ helpers. Installing this listing alone copies only this skill's folder, without the rest of the system: the skill may reference template agents, files, hooks or scripts that are absent outside the full template, and it may not run as designed on its own. No account, no key and no payment are needed to copy the files, and nothing is run during installation. Install "Team Level" for me. The skill itself orchestrates the level team for complete creation of one level or area; with no argument it prints usage and exits without spawning any agent or reading any design file. It first resolves review_mode, automation and team.size by running the template's hooks/yaml-helper.sh, outside this skill's folder, and announces the active set before Step 1: at the default team.size individual only the level-designer runs, at small the systems-designer, art-director and qa-tester join, and at studio the narrative-director, world-builder and accessibility-specialist join too. It gathers context by section: the game concept at design/gdd/game-concept.md (or design/game-brief.md at minimal rigor), the game pillars, existing level docs in design/levels/, narrative docs in design/narrative/ and world-building docs for the area. Step 1 spawns the narrative-director, world-builder and art-director in parallel (narrative purpose, lore context, and visual direction targets that constrain the layout, anchored in design/art/art-bible.md when it exists), behind a gate. Step 2 spawns the level-designer for layout, pacing, encounters and navigation within those targets, then checks every adjacent area it references: a missing design/levels/[area].md is surfaced and the user chooses a placeholder marked UNRESOLVED or pausing to run /team-level for that area first — the skill never invents the missing area. Step 3 spawns the systems-designer (enemy compositions, loot tables, difficulty, resources), behind a gate. Step 4 spawns the art-director (location-specific production concepts) and the accessibility-specialist in parallel; any BLOCKING accessibility concern must be acknowledged before Step 5, by redesigning or by logging it as a known gap. Step 5 spawns the qa-tester for test cases, boundary cases and a playtest checklist. Sub-agents write one working file each under production/levels/[level-name]/ (and production/qa/test-cases/ for the qa-tester) without a per-write prompt, under a bounded exception the file documents (orchestrator-named path, new artifact under production/, docs/ or tests/, phase gated by an AskUserQuestion); the orchestrator compiles the level design document itself and asks before writing design/levels/[level-name].md. Its frontmatter pins model: sonnet. Repository: https://github.com/Donchitos/Claude-Code-Game-Studios (the skill is the whole .claude/skills/team-level/ folder at the pinned commit: 1 file in total) Pinned version: install the code at commit 05ad7c8a5b8aa2aa86bbd3439ae7cf7295cac418 exactly. Do not substitute a newer version. If this commit is unreachable, stop and tell me. 1. Clone https://github.com/Donchitos/Claude-Code-Game-Studios into a temporary folder, check out commit 05ad7c8a5b8aa2aa86bbd3439ae7cf7295cac418, and copy the .claude/skills/team-level/ folder from that checkout. Then compare every file in the folder with the fingerprints recorded for this listing on 2026-10-22: [FINGERPRINTS] - SKILL.md: SHA-256 226bbc8a01b071761fedc60ba222bb51b62818e2ceacc792c6c898fd90311fd4 If a file does not match, it changed since the listing was prepared: do not install it yet, tell me what you found and let me decide. 2. Read SKILL.md in full, and tell me in plain words: what the skill does when used, what it connects to, whether it reads or sends any personal information or credentials, and anything that seems unusual. Stop on any red flag and tell me before going further. Confirm these points from the files: - The skill folder holds 1 file: SKILL.md only. Nothing in the folder is a program; it is instructions the agent follows at use time. - Nothing is sent anywhere during installation itself; the only download at install time is the skill folder from GitHub at the pinned commit, and no project of mine is audited, read or modified. - Integrated-system reality, from the file: at use time the skill runs the template's hooks/yaml-helper.sh to resolve review_mode, automation and team.size, follows .claude/docs/automation-modes.md, config-resolution.md and error-recovery-protocol.md, reads my project's concept, pillars, level, narrative, world and art-bible files under design/, and spawns template agents (level-designer at every size; systems-designer, art-director and qa-tester at small and up; narrative-director, world-builder and accessibility-specialist at studio) — agents, docs and project files that live outside this skill's folder and are absent in a standalone install, so it cannot run as designed on its own. - At use time its sub-agents write new working artifacts under production/levels/[level-name]/ and production/qa/test-cases/ without a per-write prompt, but only inside the bounded exception the file documents (orchestrator-named path, new artifact under production/, docs/ or tests/, phase gated by an AskUserQuestion); the compiled level design document under design/levels/ is outside that exception and is written by the orchestrator itself only after its own "May I write" ask. No third-party service, account or credential is named in the file. - Do not design any level, do not spawn any team agent, do not run any template hook, and do not use the skill in any way during this install: using it is a separate step that only starts when I ask for it later. 3. When I say "yes, install", install it as a skill: copy the whole team-level folder into the agent's skills directory, in a folder named exactly "team-level", keeping its 1 file in their original relative layout (SKILL.md at its root). 4. Verify with no network calls: frontmatter valid (name: team-level), the 1 file in place with matching fingerprints. Do not run anything from the folder and do not use the skill to verify. 5. Report what was installed, where, and what I still need to do myself (for example: that it belongs to the full Claude Code Game Studios template and may not run standalone (it resolves its settings through the template's yaml-helper hook, reads the template's design/ files and spawns its level team agents), and that at use time its sub-agents write working artifacts under production/ under a documented bounded exception, and the compiled level design only after the orchestrator's own write ask). GitHub is optional: if I have a GitHub account or the gh CLI, you may use it; otherwise public access is fine. Never require it unless it's in the prerequisites above. Rules: don't touch anything outside the temp folder and the install target. If anything looks off, stop and ask me.
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🔒 Security, provenance and what this touches
- It can create or modify files.
What the scan found — excerpts from the install prompt
- writes files — Install "Team Level" for me. The skill itself orchestrates the level team for complete creation of one level o
The install prompt below already includes the vetting steps: your agent follows the community checklist before installing anything with executable code. Want more?
Questions
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It means we confirmed the identity of the person behind the listing. It says nothing about the code itself — always check a build before installing it.