Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.
If no argument is provided, output usage guidance and exit without spawning any agents:
Usage: $ai-game-studio:team-narrative [narrative content description] — describe the story content, scene, or narrative area to work on (e.g., boss encounter cutscene, faction intro dialogue, tutorial narrative). Do not use the available user-input mechanism here; output the guidance directly.
When this skill is invoked with an argument, orchestrate the narrative team through a structured pipeline.
Decision Points: At each phase transition, use the available user-input mechanism 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
- narrative-director — Story arcs, character design, dialogue strategy, narrative vision
- writer — Dialogue writing, lore entries, item descriptions, in-game text
- world-builder — World rules, faction design, history, geography, environmental storytelling
- art-director — Character visual design, environmental visual storytelling, cutscene/cinematic tone
- level-designer — Level layouts that serve the narrative, pacing, environmental storytelling beats
- localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps
How to Delegate
Use the Codex subagent mechanism to spawn each team member as a subagent:
subagent_type: narrative-director — Story arcs, character design, narrative vision
subagent_type: writer — Dialogue writing, lore entries, in-game text
subagent_type: world-builder — World rules, faction design, history, geography
subagent_type: art-director — Character visual profiles, environmental visual storytelling, cinematic tone
subagent_type: level-designer — Level layouts that serve the narrative, pacing
subagent_type: localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps
Always provide full context in each agent's prompt (narrative brief, lore dependencies, character profiles). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 2 agents can run simultaneously).
Pipeline
Phase 1: Narrative Direction
Delegate to narrative-director:
- Define the narrative purpose of this content: what story beat does it serve?
- Identify characters involved, their motivations, and how this fits the overall arc
- Set the emotional tone and pacing targets
- Specify any lore dependencies or new lore this introduces
- Output: narrative brief with story requirements
Phase 2: World Foundation (parallel)
Delegate in parallel — issue all three subagent spawns simultaneously before waiting for any result:
- world-builder: Create or update lore entries for factions, locations, and history relevant to this content. Cross-reference against existing lore for contradictions. Set canon level for new entries.
- writer: Draft character dialogue using voice profiles. Ensure all lines are under 120 characters, use named placeholders for variables, and are localization-ready.
- art-director: Define character visual design direction for key characters appearing in this content (silhouette, visual archetype, distinguishing features). Specify environmental visual storytelling elements for each key space (prop composition, lighting notes, spatial arrangement). Define tone palette and cinematic direction for any cutscenes or scripted sequences.
Phase 3: Level Narrative Integration
Delegate to level-designer:
- Review the narrative brief and lore foundation
- Design environmental storytelling elements in the level
- Place narrative triggers, dialogue zones, and discovery points
- Ensure pacing serves both gameplay and story
Phase 4: Review and Consistency
Delegate to narrative-director:
- Review all dialogue against character voice profiles
- Verify lore consistency across new and existing entries
- Confirm narrative pacing aligns with level design
- Check that all mysteries have documented "true answers"
Phase 5: Polish (parallel)
Delegate in parallel:
- writer: Final self-review — verify no line exceeds dialogue box constraints, all text uses string keys (not raw strings), placeholder variable names are consistent
- localization-lead: Validate i18n compliance — check string key naming conventions, flag any strings with hardcoded formatting that won't survive translation, verify character limit headroom for languages that expand (German/Finnish typically +30%), confirm no cultural assumptions in text that would need locale-specific variants
- world-builder: Finalize canon levels for all new lore entries
Error Recovery Protocol
If any spawned agent (with a Codex subagent) 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 the available user-input mechanism 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.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
$ai-game-studio:architecture-decision first
- Scope too large → split into two stories via
$ai-game-studio:create-stories
- Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (narrative docs, dialogue files, lore entries) are delegated to
sub-agents spawned with a Codex subagent. Each sub-agent enforces the "May I write to [path]?"
protocol. This orchestrator does not write files directly.
Output
A summary report covering: narrative brief status, lore entries created/updated, dialogue lines written, level narrative integration points, consistency review results, and any unresolved contradictions.
Verdict: COMPLETE — narrative content delivered.
If the pipeline stops because a dependency is unresolved (e.g., lore contradiction or missing prerequisite not resolved by the user):
Verdict: BLOCKED — [reason]
Next Steps
- Run
$ai-game-studio:design-review on the narrative documents for consistency validation.
- Run
$ai-game-studio:localize extract to extract new strings for translation after dialogue is finalized.
- Run
$ai-game-studio:dev-story to implement dialogue triggers and narrative events in-engine.
Codex portability
Use the search, file-editing, shell, user-input, and subagent capabilities available in the active Codex surface. Use PowerShell syntax on Windows and POSIX syntax on macOS/Linux; do not require a Unix compatibility layer on Windows. Inherit the active model and permission mode, and do not weaken approval or sandbox boundaries.
1---2name: team-narrative3description: Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.4---56> Port provenance: adapted from the pinned upstream source at `984023ddac0d5e27624f2baacde6105e45de375f` under MIT; see the repository parity ledger for the exact path and blob.78If no argument is provided, output usage guidance and exit without spawning any agents:9> Usage: `$ai-game-studio:team-narrative [narrative content description]` — describe the story content, scene, or narrative area to work on (e.g., `boss encounter cutscene`, `faction intro dialogue`, `tutorial narrative`). Do not use `the available user-input mechanism` here; output the guidance directly.1011When this skill is invoked with an argument, orchestrate the narrative team through a structured pipeline.1213**Decision Points:** At each phase transition, use `the available user-input mechanism` to present14the user with the subagent's proposals as selectable options. Write the agent's15full analysis in conversation, then capture the decision with concise labels.16The user must approve before moving to the next phase.1718## Phase 0: Resolve Review Mode19201. If `--review [mode]` was passed as an argument, use that mode.212. Else read `production/review-mode.txt` — use whatever is written there.223. Else default to `lean`.2324Modes:25- `full` — spawn all director and lead gates as described26- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)27- `solo` — skip all director gate spawning entirely; run the skill without any agent gates2829Store the resolved mode for use in all subsequent phases.3031## Team Composition32- **narrative-director** — Story arcs, character design, dialogue strategy, narrative vision33- **writer** — Dialogue writing, lore entries, item descriptions, in-game text34- **world-builder** — World rules, faction design, history, geography, environmental storytelling35- **art-director** — Character visual design, environmental visual storytelling, cutscene/cinematic tone36- **level-designer** — Level layouts that serve the narrative, pacing, environmental storytelling beats37- **localization-lead** — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps3839## How to Delegate4041Use the Codex subagent mechanism to spawn each team member as a subagent:42- `subagent_type: narrative-director` — Story arcs, character design, narrative vision43- `subagent_type: writer` — Dialogue writing, lore entries, in-game text44- `subagent_type: world-builder` — World rules, faction design, history, geography45- `subagent_type: art-director` — Character visual profiles, environmental visual storytelling, cinematic tone46- `subagent_type: level-designer` — Level layouts that serve the narrative, pacing47- `subagent_type: localization-lead` — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps4849Always provide full context in each agent's prompt (narrative brief, lore dependencies, character profiles). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 2 agents can run simultaneously).5051## Pipeline5253### Phase 1: Narrative Direction54Delegate to **narrative-director**:55- Define the narrative purpose of this content: what story beat does it serve?56- Identify characters involved, their motivations, and how this fits the overall arc57- Set the emotional tone and pacing targets58- Specify any lore dependencies or new lore this introduces59- Output: narrative brief with story requirements6061### Phase 2: World Foundation (parallel)62Delegate in parallel — issue all three subagent spawns simultaneously before waiting for any result:63- **world-builder**: Create or update lore entries for factions, locations, and history relevant to this content. Cross-reference against existing lore for contradictions. Set canon level for new entries.64- **writer**: Draft character dialogue using voice profiles. Ensure all lines are under 120 characters, use named placeholders for variables, and are localization-ready.65- **art-director**: Define character visual design direction for key characters appearing in this content (silhouette, visual archetype, distinguishing features). Specify environmental visual storytelling elements for each key space (prop composition, lighting notes, spatial arrangement). Define tone palette and cinematic direction for any cutscenes or scripted sequences.6667### Phase 3: Level Narrative Integration68Delegate to **level-designer**:69- Review the narrative brief and lore foundation70- Design environmental storytelling elements in the level71- Place narrative triggers, dialogue zones, and discovery points72- Ensure pacing serves both gameplay and story7374### Phase 4: Review and Consistency75Delegate to **narrative-director**:76- Review all dialogue against character voice profiles77- Verify lore consistency across new and existing entries78- Confirm narrative pacing aligns with level design79- Check that all mysteries have documented "true answers"8081### Phase 5: Polish (parallel)82Delegate in parallel:83- **writer**: Final self-review — verify no line exceeds dialogue box constraints, all text uses string keys (not raw strings), placeholder variable names are consistent84- **localization-lead**: Validate i18n compliance — check string key naming conventions, flag any strings with hardcoded formatting that won't survive translation, verify character limit headroom for languages that expand (German/Finnish typically +30%), confirm no cultural assumptions in text that would need locale-specific variants85- **world-builder**: Finalize canon levels for all new lore entries8687## Error Recovery Protocol8889If any spawned agent (with a Codex subagent) returns BLOCKED, errors, or cannot complete:90911. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases922. **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.933. **Offer options** via the available user-input mechanism with choices:94 - Skip this agent and note the gap in the final report95 - Retry with narrower scope96 - Stop here and resolve the blocker first974. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.9899Common blockers:100- Input file missing (story not found, GDD absent) → redirect to the skill that creates it101- ADR status is Proposed → do not implement; run `$ai-game-studio:architecture-decision` first102- Scope too large → split into two stories via `$ai-game-studio:create-stories`103- Conflicting instructions between ADR and story → surface the conflict, do not guess104105## File Write Protocol106107All file writes (narrative docs, dialogue files, lore entries) are delegated to108sub-agents spawned with a Codex subagent. Each sub-agent enforces the "May I write to [path]?"109protocol. This orchestrator does not write files directly.110111## Output112113A summary report covering: narrative brief status, lore entries created/updated, dialogue lines written, level narrative integration points, consistency review results, and any unresolved contradictions.114115Verdict: **COMPLETE** — narrative content delivered.116117If the pipeline stops because a dependency is unresolved (e.g., lore contradiction or missing prerequisite not resolved by the user):118119Verdict: **BLOCKED** — [reason]120121## Next Steps122123- Run `$ai-game-studio:design-review` on the narrative documents for consistency validation.124- Run `$ai-game-studio:localize extract` to extract new strings for translation after dialogue is finalized.125- Run `$ai-game-studio:dev-story` to implement dialogue triggers and narrative events in-engine.126127## Codex portability128129Use the search, file-editing, shell, user-input, and subagent capabilities available in the active Codex surface. Use PowerShell syntax on Windows and POSIX syntax on macOS/Linux; do not require a Unix compatibility layer on Windows. Inherit the active model and permission mode, and do not weaken approval or sandbox boundaries.