AGENT SKILL

team-level

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

适用职业设计师
使用场景视觉设计
License 许可
MIT
最近更新
2026-09-30
Stars
★ 9
Forks
0

01 前言 Front Matter

name
team-level
description
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
argument-hint
[level name or area to design]
user-invocable
true

03 SKILL.md 正文

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. The user must approve before moving to the next step.

  1. Read the argument for the target level or area (e.g., tutorial, forest dungeon, hub town, final boss arena).

  2. Gather context:

    • Read the game concept at design/gdd/game-concept.md
    • Read game pillars at design/gdd/game-pillars.md
    • Read existing level docs in design/levels/
    • Read relevant narrative docs in design/narrative/
    • Read world-building docs for the area's region/faction

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: narrative-director — Narrative purpose, characters, emotional arc
  • subagent_type: world-builder — Lore context, environmental storytelling, world rules
  • subagent_type: level-designer — Spatial layout, pacing, encounters, navigation
  • subagent_type: systems-designer — Enemy compositions, loot tables, difficulty balance
  • subagent_type: art-director — Visual theme, color palette, lighting, asset requirements
  • subagent_type: qa-tester — Test cases, boundary testing, playtest checklist

Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).

  1. Orchestrate the level design team in sequence:

Step 1: Narrative Context (narrative-director + world-builder)

Spawn the narrative-director agent to:

  • Define the narrative purpose of this area (what story beats happen here?)
  • Identify key characters, dialogue triggers, and lore elements
  • Specify emotional arc (how should the player feel entering, during, leaving?)

Spawn the world-builder agent to:

  • Provide lore context for the area (history, faction presence, ecology)
  • Define environmental storytelling opportunities
  • Specify any world rules that affect gameplay in this area

Step 2: Layout and Encounter Design (level-designer)

Spawn the level-designer agent to:

  • Design the spatial layout (critical path, optional paths, secrets)
  • Define pacing curve (tension peaks, rest areas, exploration zones)
  • Place encounters with difficulty progression
  • Design environmental puzzles or navigation challenges
  • Define points of interest and landmarks for wayfinding
  • Specify entry/exit points and connections to adjacent areas

Step 3: Systems Integration (systems-designer)

Spawn the systems-designer agent to:

  • Specify enemy compositions and encounter formulas
  • Define loot tables and reward placement
  • Balance difficulty relative to expected player level/gear
  • Design any area-specific mechanics or environmental hazards
  • Specify resource distribution (health pickups, save points, shops)

Step 4: Visual Direction (art-director)

Spawn the art-director agent to:

  • Define the visual theme and color palette for the area
  • Specify lighting mood and time-of-day settings
  • List required art assets (environment props, unique assets)
  • Define visual landmarks and sight lines
  • Specify any special VFX needs (weather, particles, fog)

Step 5: QA Planning (qa-tester)

Spawn the qa-tester agent to:

  • Write test cases for the critical path
  • Identify boundary and edge cases (sequence breaks, softlocks)
  • Create a playtest checklist for the area
  • Define acceptance criteria for level completion
  1. Compile the level design document combining all team outputs into the level design template format.

  2. Save to design/levels/[level-name].md.

  3. Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.

04 同仓库更多 Skills

LongLeo287
LongLeo287/OmniClaw

UI-UX Pro Max

Advanced UI/UX analysis and generation skills with data-driven patterns. Python scripts (core.py, search.py) for systematic UI pattern extraction, design system generation, and component search from curated data sources.

设计师数据分析师视觉设计Skill与智能体开发
★ 9
LongLeo287
LongLeo287/OmniClaw

shadcn-ui

Expert guidance for integrating and building applications with shadcn/ui components, including component discovery, installation, customization, and best practices.

设计师
★ 9
LongLeo287
LongLeo287/OmniClaw

zustand_store_ts

Create Zustand stores with TypeScript, subscribeWithSelector middleware, and proper state/action separation. Use when building React state management, creating global stores, or implementing reactive state patterns with Zustand.

前端开发
★ 9
LongLeo287
LongLeo287/OmniClaw

zustand

Zustand state management guide. Use when working with store code (src/store/**), implementing actions, managing state, or creating slices. Triggers on Zustand store development, state management questions, or action implementation.

★ 9
LongLeo287
LongLeo287/OmniClaw

youtube_summarizer

Automatically fetch YouTube video transcripts, generate structured summaries, and send full transcripts to messaging platforms. Detects YouTube URLs and provides metadata, key insights, and downloadable transcripts.

图像与多媒体Skill与智能体开发
★ 9
LongLeo287
LongLeo287/OmniClaw

youtube_clipper

YouTube 视频智能剪辑工具。下载视频和字幕,AI 分析生成精细章节(几分钟级别), 用户选择片段后自动剪辑、翻译字幕为中英双语、烧录字幕到视频,并生成总结文案。 使用场景:当用户需要剪辑 YouTube 视频、生成短视频片段、制作双语字幕版本时。 关键词:视频剪辑、YouTube、字幕翻译、双语字幕、视频下载、clip video

★ 9