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.
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---56When this skill is invoked:78**Decision Points:** At each step transition, use `AskUserQuestion` to present9the user with the subagent's proposals as selectable options. Write the agent's10full analysis in conversation, then capture the decision with concise labels.11The user must approve before moving to the next step.12131. **Read the argument** for the target level or area (e.g., `tutorial`,14 `forest dungeon`, `hub town`, `final boss arena`).15162. **Gather context**:17 - Read the game concept at `design/gdd/game-concept.md`18 - Read game pillars at `design/gdd/game-pillars.md`19 - Read existing level docs in `design/levels/`20 - Read relevant narrative docs in `design/narrative/`21 - Read world-building docs for the area's region/faction2223## How to Delegate2425Use the Task tool to spawn each team member as a subagent:26- `subagent_type: narrative-director` — Narrative purpose, characters, emotional arc27- `subagent_type: world-builder` — Lore context, environmental storytelling, world rules28- `subagent_type: level-designer` — Spatial layout, pacing, encounters, navigation29- `subagent_type: systems-designer` — Enemy compositions, loot tables, difficulty balance30- `subagent_type: art-director` — Visual theme, color palette, lighting, asset requirements31- `subagent_type: qa-tester` — Test cases, boundary testing, playtest checklist3233Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).34353. **Orchestrate the level design team** in sequence:3637### Step 1: Narrative Context (narrative-director + world-builder)38Spawn the `narrative-director` agent to:39- Define the narrative purpose of this area (what story beats happen here?)40- Identify key characters, dialogue triggers, and lore elements41- Specify emotional arc (how should the player feel entering, during, leaving?)4243Spawn the `world-builder` agent to:44- Provide lore context for the area (history, faction presence, ecology)45- Define environmental storytelling opportunities46- Specify any world rules that affect gameplay in this area4748### Step 2: Layout and Encounter Design (level-designer)49Spawn the `level-designer` agent to:50- Design the spatial layout (critical path, optional paths, secrets)51- Define pacing curve (tension peaks, rest areas, exploration zones)52- Place encounters with difficulty progression53- Design environmental puzzles or navigation challenges54- Define points of interest and landmarks for wayfinding55- Specify entry/exit points and connections to adjacent areas5657### Step 3: Systems Integration (systems-designer)58Spawn the `systems-designer` agent to:59- Specify enemy compositions and encounter formulas60- Define loot tables and reward placement61- Balance difficulty relative to expected player level/gear62- Design any area-specific mechanics or environmental hazards63- Specify resource distribution (health pickups, save points, shops)6465### Step 4: Visual Direction (art-director)66Spawn the `art-director` agent to:67- Define the visual theme and color palette for the area68- Specify lighting mood and time-of-day settings69- List required art assets (environment props, unique assets)70- Define visual landmarks and sight lines71- Specify any special VFX needs (weather, particles, fog)7273### Step 5: QA Planning (qa-tester)74Spawn the `qa-tester` agent to:75- Write test cases for the critical path76- Identify boundary and edge cases (sequence breaks, softlocks)77- Create a playtest checklist for the area78- Define acceptance criteria for level completion79804. **Compile the level design document** combining all team outputs into the81 level design template format.82835. **Save to** `design/levels/[level-name].md`.84856. **Output a summary** with: area overview, encounter count, estimated asset86 list, narrative beats, and any cross-team dependencies or open questions.