When this skill is invoked:
Read the argument for the target level or area (e.g., tutorial,
forest dungeon, hub town, final boss arena).
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).
- 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
Compile the level design document combining all team outputs into the
level design template format.
Save to design/levels/[level-name].md.
Output a summary with: area overview, encounter count, estimated asset
list, narrative beats, and any cross-team dependencies or open questions.
1---2name: team-level3description: Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.4---5
6When this skill is invoked:
7
81. **Read the argument** for the target level or area (e.g., `tutorial`,
9 `forest dungeon`, `hub town`, `final boss arena`).
10
112. **Gather context**:
12 - Read the game concept at `design/gdd/game-concept.md`
13 - Read game pillars at `design/gdd/game-pillars.md`
14 - Read existing level docs in `design/levels/`
15 - Read relevant narrative docs in `design/narrative/`
16 - Read world-building docs for the area's region/faction
17
18## How to Delegate
19
20Use the Task tool to spawn each team member as a subagent:
21- `subagent_type: narrative-director` — Narrative purpose, characters, emotional arc
22- `subagent_type: world-builder` — Lore context, environmental storytelling, world rules
23- `subagent_type: level-designer` — Spatial layout, pacing, encounters, navigation
24- `subagent_type: systems-designer` — Enemy compositions, loot tables, difficulty balance
25- `subagent_type: art-director` — Visual theme, color palette, lighting, asset requirements
26- `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist
27
28Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
29
303. **Orchestrate the level design team** in sequence:
31
32### Step 1: Narrative Context (narrative-director + world-builder)
33Spawn the `narrative-director` agent to:
34- Define the narrative purpose of this area (what story beats happen here?)
35- Identify key characters, dialogue triggers, and lore elements
36- Specify emotional arc (how should the player feel entering, during, leaving?)
37
38Spawn the `world-builder` agent to:
39- Provide lore context for the area (history, faction presence, ecology)
40- Define environmental storytelling opportunities
41- Specify any world rules that affect gameplay in this area
42
43### Step 2: Layout and Encounter Design (level-designer)
44Spawn the `level-designer` agent to:
45- Design the spatial layout (critical path, optional paths, secrets)
46- Define pacing curve (tension peaks, rest areas, exploration zones)
47- Place encounters with difficulty progression
48- Design environmental puzzles or navigation challenges
49- Define points of interest and landmarks for wayfinding
50- Specify entry/exit points and connections to adjacent areas
51
52### Step 3: Systems Integration (systems-designer)
53Spawn the `systems-designer` agent to:
54- Specify enemy compositions and encounter formulas
55- Define loot tables and reward placement
56- Balance difficulty relative to expected player level/gear
57- Design any area-specific mechanics or environmental hazards
58- Specify resource distribution (health pickups, save points, shops)
59
60### Step 4: Visual Direction (art-director)
61Spawn the `art-director` agent to:
62- Define the visual theme and color palette for the area
63- Specify lighting mood and time-of-day settings
64- List required art assets (environment props, unique assets)
65- Define visual landmarks and sight lines
66- Specify any special VFX needs (weather, particles, fog)
67
68### Step 5: QA Planning (qa-tester)
69Spawn the `qa-tester` agent to:
70- Write test cases for the critical path
71- Identify boundary and edge cases (sequence breaks, softlocks)
72- Create a playtest checklist for the area
73- Define acceptance criteria for level completion
74
754. **Compile the level design document** combining all team outputs into the
76 level design template format.
77
785. **Save to** `design/levels/[level-name].md`.
79
806. **Output a summary** with: area overview, encounter count, estimated asset
81 list, narrative beats, and any cross-team dependencies or open questions.