team-level
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.
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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
- Read the game concept at
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: narrative-director— Narrative purpose, characters, emotional arcsubagent_type: world-builder— Lore context, environmental storytelling, world rulessubagent_type: level-designer— Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer— Enemy compositions, loot tables, difficulty balancesubagent_type: art-director— Visual theme, color palette, lighting, asset requirementssubagent_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
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Compile the level design document combining all team outputs into the level design template format.
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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.