Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
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When this skill is invoked:
Decision Points: At each step transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
In collaborative mode, the user must approve before moving to the next step.
In guided mode the pipeline advances automatically unless a step is BLOCKED;
in autonomous mode it runs end to end, recording each step outcome via
log_decision. Decisions in automation_always_ask categories
(is_always_ask_category helper) always prompt regardless of mode. See
.claude/docs/automation-modes.md.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
review_mode sets gate depth:
full — spawn all director and lead gates as describedlean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)solo — skip all director gate spawning entirely; run the skill without any agent gatesautomation drives the Decision Points note above. See the Decision Points note above and
.claude/docs/automation-modes.md for how each mode changes pipeline behavior.
team.size: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
individual (default): level-designer + gameplay-programmer. Other agents consulted via these two, not spawned separately.small: + systems-designer + art-director.studio: + narrative-director + world-builder + accessibility-specialist.
Directors (CD/TD/PR) still spawn at phase gates regardless of size; a non-core agent needed at individual routes through the nearest active core agent with an informational note. "Phase gate" means any phase that ends in an AskUserQuestion decision point before the pipeline advances — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.Announce the active set before Step 1 — never let the collapse be silent.
Before spawning anything, state in one line which agents this run will actually
spawn, and which the pipeline below names but will not spawn at the resolved
team.size. For example:
Active set (team.size: <resolved>): <the agents listed for that size above>.Not spawned this run: <every other agent this pipeline names> — consultedthrough <nearest active core agent>. Raise team.size (or modes.rigor) to widen.
Fill it from the team.size list directly above and the agents this file's own
pipeline names — not from an example. Both sets differ per orchestrator.
The pipeline below reads as a multi-agent fan-out and at the shipped default it
is one or two agents — team-release names eight and runs one, team-narrative
names six across five phases and runs writer alone. The collapse is correct:
team.size is rigor-fronted and the narrow default is the token lever, measured
at roughly 10x. What was wrong is that nothing said so, so a reader could not
distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
"routes through the nearest core agent with an informational note" rule above
fires at routing time and never states the shape of the run as a whole.
This is the same rule as the skipped-check reporting elsewhere in this file: a constraint that is enforced but never surfaced is indistinguishable, to the person reading the output, from one that was never enforced.
Read the argument for the target level or area (e.g., tutorial,
forest dungeon, hub town, final boss arena).
Gather context:
design/gdd/game-concept.mddesign/gdd/game-pillars.mddesign/levels/design/narrative/Use the Agent tool to spawn each team member as a subagent:
subagent_type: narrative-director — Narrative purpose, characters, emotional arcsubagent_type: world-builder — Lore context, environmental storytelling, world rulessubagent_type: level-designer — Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer — Enemy compositions, loot tables, difficulty balancesubagent_type: art-director — Visual theme, color palette, lighting, asset requirementssubagent_type: accessibility-specialist — Navigation clarity, colorblind safety, cognitive loadsubagent_type: qa-tester — Test cases, boundary testing, playtest checklistBrief each agent — do not dump context. Read the shared inputs once and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
End every agent prompt with a return contract: "Write your full output to [path] — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return only (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
Why this does not violate the Collaboration Protocol.
CLAUDE.mdrequires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes without asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made forconsistency-checkappending toactive.md. The exception holds only when all three are true: (1) the path is one you named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact underproduction/,docs/ortests/, never an edit to existing source or config; (3) the phase that produced it is itself gated by anAskUserQuestionbefore the pipeline advances. Outside those three, the agent must ask. Do not "fix" this by asking per subagent — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists.
Spawn all three agents simultaneously — issue all three Agent calls before waiting for any result.
Spawn the narrative-director agent to:
Spawn the world-builder agent to:
Spawn the art-director agent to:
design/art/art-bible.md if it exists — anchor all direction in the established art bibleThe art-director's visual targets from Step 1 must be passed to the level-designer in Step 2 as explicit constraints. Layout decisions happen within the visual direction, not before it.
Gate: Use AskUserQuestion to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.
Spawn the level-designer agent with the full Step 1 output as context:
The level-designer should:
Adjacent area dependency check: After the layout is produced, check design/levels/ for each adjacent area referenced by the level-designer. If any referenced area's .md file does not exist, surface the gap:
"Level references [area-name] as an adjacent area but
design/levels/[area-name].mddoes not exist."
Use AskUserQuestion with options:
/team-level [area-name] first to establish that areaDo NOT invent content for the missing adjacent area.
Gate: Use AskUserQuestion to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to Step 3.
Spawn the systems-designer agent to:
Gate: Use AskUserQuestion to present Step 3 outputs and confirm before proceeding to Step 4.
Note: The art-director's directional pass (visual theme, color targets, mood) happened in Step 1. This pass is location-specific production concepts — given the finalized layout, what does each specific space look like?
Spawn the art-director agent with the finalized layout from Step 2:
Spawn the accessibility-specialist agent in parallel to:
Wait for both agents to return before proceeding.
Gate: Use AskUserQuestion to present both Step 4 results. If the accessibility-specialist returned any BLOCKING concerns, highlight them prominently and offer:
Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.
Spawn the qa-tester agent to:
The orchestrator already holds every sub-agent's output — compile the document
itself; do not re-spawn level-designer and re-send all outputs verbatim. That
second spawn pays a fresh agent's overhead plus a full re-transmission of context
the orchestrator already has, to move text it is already holding. After compiling
into the level-design template format, ask the user directly via
AskUserQuestion: "May I write the compiled level design to
design/levels/[level-name].md?" On approval, write it.
Save to design/levels/[level-name].md after that approval.
Output a summary with: area overview, encounter count, estimated asset list, narrative beats, any cross-team dependencies or open questions, open cross-level dependencies (adjacent areas referenced but not yet designed, each marked UNRESOLVED), and accessibility concerns with their resolution status.
Per-agent artifacts (narrative docs, test checklists) are written by the
sub-agent that produced them, under the bounded exception documented above
under "Why this does not violate the Collaboration Protocol" — the path is one
you named, the artifact is new under production/, docs/ or tests/, and the
phase is gated by an AskUserQuestion. A sub-agent does not prompt per write
inside those bounds; outside them it must ask. The one exception is the final
compiled level-design document: the
orchestrator already holds every input, so it compiles and writes that file
itself after its own "May I write …?" prompt (Step 4) — re-spawning an agent
just to write text the orchestrator is already holding is pure overhead.
Verdict: COMPLETE — level design document produced and all team outputs compiled. Verdict: BLOCKED — one or more agents blocked; partial report produced with unresolved items listed.
/design-review design/levels/[level-name].md to validate the completed level design doc./dev-story to implement level content once the design is approved./qa-plan to generate a QA test plan for this level.First, verify the artifact. If the return contract named a path, check the path exists before treating the phase as done — a named artifact that is not on disk is a failed phase, however fluent the response reads. An agent can burn a full phase and return a plausible preamble having written nothing, which is neither BLOCKED nor an error nor "cannot complete", so the trigger below never fires. Resume it naming the unmet contract; the context is usually still there.
If any spawned agent returns BLOCKED, errors, or cannot complete: surface it
immediately, don't proceed past a dependency it blocks, and always produce a
partial report. Full procedure: .claude/docs/error-recovery-protocol.md.
Common blockers:
/architecture-decision first/create-stories