Argument check: If no season name or event description is provided, output:
"Usage: /team-live-ops [season name or event description] — Provide the name or description of the season or live event to plan."
Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.
Decision Points: At each phase 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 phase.
Phase 0: Resolve Review Mode
- If
--review [mode] was passed as an argument, use that mode.
- Else read
production/review-mode.txt — use whatever is written there.
- Else default to
lean.
Modes:
full — spawn all director and lead gates as described
lean — 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 gates
Store the resolved mode for use in all subsequent phases.
Team Composition
- live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
- economy-designer — Live economy balance, store rotation, currency pricing, pity timers
- analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
- community-manager — Player-facing announcements, event descriptions, seasonal messaging
- narrative-director — Seasonal narrative theme, story arc, world event framing
- writer — Event descriptions, reward item names, seasonal flavor text, announcement copy
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: live-ops-designer — Season/event structure and retention mechanics
subagent_type: economy-designer — Live economy balance and reward pricing
subagent_type: analytics-engineer — Success metrics, A/B tests, event instrumentation
subagent_type: community-manager — Player-facing communication and messaging
subagent_type: narrative-director — Seasonal theme and narrative framing
subagent_type: writer — All player-facing text: event descriptions, item names, copy
Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
Pipeline
Phase 1: Season/Event Scoping
Delegate to live-ops-designer:
- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
- Outline the content list: what's new (modes, items, challenges, story beats)
- Define the retention hook: what brings players back daily/weekly during this season
- Identify resource budget: how much new content needs to be created vs. reused
- Output: season brief with scope, content list, and retention mechanic overview
Phase 2: Narrative Theme
Delegate to narrative-director:
- Read the season brief from Phase 1
- Design the seasonal narrative theme: how does this event connect to the game world?
- Define the central story hook players will discover during the event
- Identify which existing lore threads this season can advance
- Output: narrative framing document (theme, story hook, lore connections)
Phase 3: Economy Design (parallel with Phase 2 if theme is clear)
Delegate to economy-designer:
- Read the season brief and existing economy rules from
design/live-ops/economy-rules.md
- Design the reward track: free tier progression, premium tier value proposition
- Plan the in-season economy: seasonal currency, store rotation, pricing
- Define pity timer mechanics and bad-luck protection for any random elements
- Verify no pay-to-win items in premium track
- Output: economy design doc with reward tables, pricing, and currency flow
Phase 4: Analytics and Success Metrics (parallel with Phase 3)
Delegate to analytics-engineer:
- Read the season brief
- Define success metrics: participation rate target, retention lift target, battle pass completion rate
- Design any A/B tests to run during the season (e.g., different reward cadences)
- Specify new telemetry events needed for this season's content
- Output: analytics plan with success criteria and instrumentation requirements
Phase 5: Content Writing (parallel)
Delegate in parallel:
- narrative-director (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
- writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
- Both should read the narrative framing doc from Phase 2
Phase 6: Player Communication Plan
Delegate to community-manager:
- Read the season brief, economy design, and narrative framing
- Draft the season launch announcement (tone, key highlights, platform-specific versions)
- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
- Draft known-issues section placeholder for day-1 patch notes
- Output: communication calendar with draft copy for each touchpoint
Phase 7: Review and Sign-off
Collect outputs from all phases and present a consolidated season plan:
- Season brief (Phase 1)
- Narrative framing (Phase 2)
- Economy design and reward tables (Phase 3)
- Analytics plan and success metrics (Phase 4)
- Written content inventory (Phase 5)
- Communication calendar (Phase 6)
Present a summary to the user with:
- Content scope: what is being created
- Economy health check: does the reward track feel fair and non-predatory?
- Analytics readiness: are success criteria defined and instrumented?
- Ethics review: check the Phase 3 economy design against
design/live-ops/ethics-policy.md
- If the file does not exist: flag "ETHICS REVIEW SKIPPED:
design/live-ops/ethics-policy.md not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create design/live-ops/ethics-policy.md.
- If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use
AskUserQuestion with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review. If user selects Cancel: end with Verdict: BLOCKED — "Live ops design cancelled due to unresolved ethics violation. Resolve the flagged issues and re-run /team-live-ops."
- Open questions: decisions still needed before production begins
Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: BLOCKED.
Output Documents
All documents save to design/live-ops/:
seasons/S[N]_[name].md — Season design document (from Phase 1-3)
seasons/S[N]_[name]_analytics.md — Analytics plan (from Phase 4)
seasons/S[N]_[name]_comms.md — Communication calendar (from Phase 6)
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.
File Write Protocol
All file writes (season design docs, analytics plans, communication calendars) are
delegated to sub-agents spawned via Task. Each sub-agent enforces the
"May I write to [path]?" protocol. This orchestrator does not write files directly.
Output
A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
Verdict: COMPLETE — season plan produced and handed off for production.
Next Steps
- Run
/design-review on the season design document for consistency validation.
- Run
/sprint-plan to schedule content creation work for the season.
- Run
/team-release when the season content is ready to deploy.
Source: Donchitos/Claude-Code-Game-Studios → .claude/skills/team-live-ops/SKILL.md
1---2name: team-live-ops3description: Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.4---5
6**Argument check:** If no season name or event description is provided, output:
7> "Usage: `/team-live-ops [season name or event description]` — Provide the name or description of the season or live event to plan."
8Then stop immediately without spawning any subagents or reading any files.
9
10When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.
11
12**Decision Points:** At each phase transition, use `AskUserQuestion` to present
13the user with the subagent's proposals as selectable options. Write the agent's
14full analysis in conversation, then capture the decision with concise labels.
15The user must approve before moving to the next phase.
16
17## Phase 0: Resolve Review Mode
18
191. If `--review [mode]` was passed as an argument, use that mode.
202. Else read `production/review-mode.txt` — use whatever is written there.
213. Else default to `lean`.
22
23Modes:
24- `full` — spawn all director and lead gates as described
25- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
26- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
27
28Store the resolved mode for use in all subsequent phases.
29
30## Team Composition
31- **live-ops-designer** — Season structure, event cadence, retention mechanics, battle pass
32- **economy-designer** — Live economy balance, store rotation, currency pricing, pity timers
33- **analytics-engineer** — Success metrics, A/B test design, event tracking, dashboard specs
34- **community-manager** — Player-facing announcements, event descriptions, seasonal messaging
35- **narrative-director** — Seasonal narrative theme, story arc, world event framing
36- **writer** — Event descriptions, reward item names, seasonal flavor text, announcement copy
37
38## How to Delegate
39
40Use the Task tool to spawn each team member as a subagent:
41- `subagent_type: live-ops-designer` — Season/event structure and retention mechanics
42- `subagent_type: economy-designer` — Live economy balance and reward pricing
43- `subagent_type: analytics-engineer` — Success metrics, A/B tests, event instrumentation
44- `subagent_type: community-manager` — Player-facing communication and messaging
45- `subagent_type: narrative-director` — Seasonal theme and narrative framing
46- `subagent_type: writer` — All player-facing text: event descriptions, item names, copy
47
48Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).
49
50## Pipeline
51
52### Phase 1: Season/Event Scoping
53Delegate to **live-ops-designer**:
54- Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
55- Outline the content list: what's new (modes, items, challenges, story beats)
56- Define the retention hook: what brings players back daily/weekly during this season
57- Identify resource budget: how much new content needs to be created vs. reused
58- Output: season brief with scope, content list, and retention mechanic overview
59
60### Phase 2: Narrative Theme
61Delegate to **narrative-director**:
62- Read the season brief from Phase 1
63- Design the seasonal narrative theme: how does this event connect to the game world?
64- Define the central story hook players will discover during the event
65- Identify which existing lore threads this season can advance
66- Output: narrative framing document (theme, story hook, lore connections)
67
68### Phase 3: Economy Design (parallel with Phase 2 if theme is clear)
69Delegate to **economy-designer**:
70- Read the season brief and existing economy rules from `design/live-ops/economy-rules.md`
71- Design the reward track: free tier progression, premium tier value proposition
72- Plan the in-season economy: seasonal currency, store rotation, pricing
73- Define pity timer mechanics and bad-luck protection for any random elements
74- Verify no pay-to-win items in premium track
75- Output: economy design doc with reward tables, pricing, and currency flow
76
77### Phase 4: Analytics and Success Metrics (parallel with Phase 3)
78Delegate to **analytics-engineer**:
79- Read the season brief
80- Define success metrics: participation rate target, retention lift target, battle pass completion rate
81- Design any A/B tests to run during the season (e.g., different reward cadences)
82- Specify new telemetry events needed for this season's content
83- Output: analytics plan with success criteria and instrumentation requirements
84
85### Phase 5: Content Writing (parallel)
86Delegate in parallel:
87- **narrative-director** (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
88- **writer**: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
89- Both should read the narrative framing doc from Phase 2
90
91### Phase 6: Player Communication Plan
92Delegate to **community-manager**:
93- Read the season brief, economy design, and narrative framing
94- Draft the season launch announcement (tone, key highlights, platform-specific versions)
95- Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
96- Draft known-issues section placeholder for day-1 patch notes
97- Output: communication calendar with draft copy for each touchpoint
98
99### Phase 7: Review and Sign-off
100Collect outputs from all phases and present a consolidated season plan:
101- Season brief (Phase 1)
102- Narrative framing (Phase 2)
103- Economy design and reward tables (Phase 3)
104- Analytics plan and success metrics (Phase 4)
105- Written content inventory (Phase 5)
106- Communication calendar (Phase 6)
107
108Present a summary to the user with:
109- **Content scope**: what is being created
110- **Economy health check**: does the reward track feel fair and non-predatory?
111- **Analytics readiness**: are success criteria defined and instrumented?
112- **Ethics review**: check the Phase 3 economy design against `design/live-ops/ethics-policy.md`
113 - If the file does not exist: flag "ETHICS REVIEW SKIPPED: `design/live-ops/ethics-policy.md` not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create `design/live-ops/ethics-policy.md`.
114 - If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use `AskUserQuestion` with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review. If user selects Cancel: end with Verdict: BLOCKED — "Live ops design cancelled due to unresolved ethics violation. Resolve the flagged issues and re-run /team-live-ops."
115- **Open questions**: decisions still needed before production begins
116
117Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: **BLOCKED**.
118
119## Output Documents
120
121All documents save to `design/live-ops/`:
122- `seasons/S[N]_[name].md` — Season design document (from Phase 1-3)
123- `seasons/S[N]_[name]_analytics.md` — Analytics plan (from Phase 4)
124- `seasons/S[N]_[name]_comms.md` — Communication calendar (from Phase 6)
125
126## Error Recovery Protocol
127
128If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
129
1301. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
1312. **Assess dependencies**: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
1323. **Offer options** via AskUserQuestion with choices:
133 - Skip this agent and note the gap in the final report
134 - Retry with narrower scope
135 - Stop here and resolve the blocker first
1364. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
137
138If a BLOCKED state is unresolvable, end with Verdict: **BLOCKED** instead of COMPLETE.
139
140## File Write Protocol
141
142All file writes (season design docs, analytics plans, communication calendars) are
143delegated to sub-agents spawned via Task. Each sub-agent enforces the
144"May I write to [path]?" protocol. This orchestrator does not write files directly.
145
146## Output
147
148A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.
149
150Verdict: **COMPLETE** — season plan produced and handed off for production.
151
152## Next Steps
153
154- Run `/design-review` on the season design document for consistency validation.
155- Run `/sprint-plan` to schedule content creation work for the season.
156- Run `/team-release` when the season content is ready to deploy.
157
158---
159
160**Source:** [`Donchitos/Claude-Code-Game-Studios`](https://github.com/Donchitos/Claude-Code-Game-Studios) → `.claude/skills/team-live-ops/SKILL.md`