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ChineseWhen this skill is invoked:
Decision Points: At each step transition, use 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.
AskUserQuestion当调用此Skill时:
决策节点:在每个步骤过渡时,使用将子Agent的提案作为可选选项呈现给用户。在对话中写入Agent的完整分析,然后用简洁的标签记录决策。用户必须先批准才能进入下一步。
AskUserQuestionPhase 0: Resolve Review Mode
阶段0:确定评审模式
- If was passed as an argument, use that mode.
--review [mode] - Else read — use whatever is written there.
production/review-mode.txt - Else default to .
lean
Modes:
- — spawn all director and lead gates as described
full - — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
lean - — skip all director gate spawning entirely; run the skill without any agent gates
solo
Store the resolved mode for use in all subsequent phases.
-
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
- 如果传入了参数,则使用该模式。
--review [mode] - 否则读取文件——使用其中记录的模式。
production/review-mode.txt - 否则默认使用模式。
lean
模式说明:
- —— 按描述启动所有总监和负责人关卡
full - —— 跳过总监关卡,除非它们是PHASE-GATE类型(CD-PHASE-GATE、TD-PHASE-GATE、PR-PHASE-GATE、AD-PHASE-GATE)
lean - —— 完全跳过所有总监关卡的启动;在没有任何Agent关卡的情况下运行此Skill
solo
将确定后的模式存储起来,供后续所有阶段使用。
-
读取目标关卡或区域的参数(例如:、
tutorial、forest dungeon、hub town)。final boss arena -
收集上下文信息:
- 读取中的游戏概念文档
design/gdd/game-concept.md - 读取中的游戏核心支柱文档
design/gdd/game-pillars.md - 读取中的现有关卡文档
design/levels/ - 读取中的相关叙事文档
design/narrative/ - 读取该区域所属地区/阵营的世界构建文档
- 读取
How to Delegate
委派方式
Use the Task tool to spawn each team member as a subagent:
- — Narrative purpose, characters, emotional arc
subagent_type: narrative-director - — Lore context, environmental storytelling, world rules
subagent_type: world-builder - — Spatial layout, pacing, encounters, navigation
subagent_type: level-designer - — Enemy compositions, loot tables, difficulty balance
subagent_type: systems-designer - — Visual theme, color palette, lighting, asset requirements
subagent_type: art-director - — Navigation clarity, colorblind safety, cognitive load
subagent_type: accessibility-specialist - — Test cases, boundary testing, playtest checklist
subagent_type: qa-tester
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
- Orchestrate the level design team in sequence:
使用Task工具将每个团队成员生成为子Agent:
- —— 叙事目的、角色、情感弧线
subagent_type: narrative-director - —— 背景设定、环境叙事、世界规则
subagent_type: world-builder - —— 空间布局、节奏把控、遭遇战、导航设计
subagent_type: level-designer - —— 敌人组合、战利品表、难度平衡
subagent_type: systems-designer - —— 视觉主题、调色板、灯光、资源需求
subagent_type: art-director - —— 导航清晰度、色盲友好性、认知负荷
subagent_type: accessibility-specialist - —— 测试用例、边界测试、试玩检查清单
subagent_type: qa-tester
务必在每个Agent的提示中提供完整上下文(游戏概念、核心支柱、现有关卡文档、叙事文档)。
- 按顺序统筹关卡设计团队:
Step 1: Narrative + Visual Direction (narrative-director + world-builder + art-director, parallel)
步骤1:叙事+视觉方向(narrative-director + world-builder + art-director,并行执行)
Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.
Spawn the agent to:
narrative-director- 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 agent to:
world-builder- Provide lore context for the area (history, faction presence, ecology)
- Define environmental storytelling opportunities
- Specify any world rules that affect gameplay in this area
Spawn the agent to:
art-director- Establish visual theme targets for this area — these are INPUTS to layout, not outputs of it
- Define the color temperature and lighting mood for this area (how does it differ from adjacent areas?)
- Specify shape language direction (angular fortress? organic cave? decayed grandeur?)
- Name the primary visual landmarks that will orient the player
- Read if it exists — anchor all direction in the established art bible
design/art/art-bible.md
The art-director's visual targets from Step 1 must be passed to the level-designer in Step 2 as explicit constraints. Layout decisions happen within the visual direction, not before it.
Gate: Use to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.
AskUserQuestion同时启动这三个Agent——在等待任何结果之前,先发出所有三个Task调用。
启动Agent以完成:
narrative-director- 定义该区域的叙事目的(这里会发生哪些故事节点?)
- 确定关键角色、对话触发点和背景设定元素
- 指定情感弧线(玩家进入、体验、离开该区域时应分别有怎样的感受?)
启动Agent以完成:
world-builder- 提供该区域的背景设定上下文(历史、阵营存在、生态环境)
- 定义环境叙事的机会
- 指定任何会影响该区域游戏玩法的世界规则
启动Agent以完成:
art-director- 确立该区域的视觉主题目标——这些是布局设计的输入,而非输出
- 定义该区域的色温与灯光氛围(与相邻区域有何不同?)
- 指定造型语言方向(棱角分明的堡垒?有机洞穴?破败的宏伟建筑?)
- 命名将用于引导玩家的主要视觉地标
- 如果存在文件,请读取该文件——所有方向都需基于已确立的美术手册
design/art/art-bible.md
步骤1中art-director的视觉目标必须作为明确约束传递给步骤2中的level-designer。布局决策需在视觉方向框架内进行,而非先于视觉方向。
关卡:使用呈现步骤1的所有三个输出(叙事简报、背景设定基础、视觉方向目标),并在进入步骤2前获得确认。
AskUserQuestionStep 2: Layout and Encounter Design (level-designer)
步骤2:布局与遭遇战设计(level-designer)
Spawn the agent with the full Step 1 output as context:
level-designer- Narrative brief (from narrative-director)
- Lore foundation (from world-builder)
- Visual direction targets (from art-director) — layout must work within these targets, not contradict them
The level-designer should:
- Design the spatial layout (critical path, optional paths, secrets) — ensuring primary routes align with the visual landmark targets from Step 1
- Define pacing curve (tension peaks, rest areas, exploration zones) — coordinated with the emotional arc from narrative-director
- Place encounters with difficulty progression
- Design environmental puzzles or navigation challenges
- Define points of interest and landmarks for wayfinding — these must match the visual landmarks the art-director specified
- Specify entry/exit points and connections to adjacent areas
Adjacent area dependency check: After the layout is produced, check for each adjacent area referenced by the level-designer. If any referenced area's file does not exist, surface the gap:
design/levels/.md"Level references [area-name] as an adjacent area butdoes not exist."design/levels/[area-name].md
Use with options:
AskUserQuestion- (a) Proceed with a placeholder reference — mark the connection as UNRESOLVED in the level doc and list it in the open cross-level dependencies section of the summary report
- (b) Pause and run first to establish that area
/team-level [area-name]
Do NOT invent content for the missing adjacent area.
Gate: Use to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to Step 3.
AskUserQuestion以步骤1的完整输出作为上下文,启动Agent:
level-designer- 叙事简报(来自narrative-director)
- 背景设定基础(来自world-builder)
- 视觉方向目标(来自art-director)——布局设计必须符合这些目标,不得与之冲突
level-designer需完成:
- 设计空间布局(关键路径、可选路径、秘密区域)——确保主路线与步骤1中的视觉地标目标对齐
- 定义节奏曲线(紧张峰值、休息区域、探索区域)——与narrative-director指定的情感弧线协调
- 安排难度逐步提升的遭遇战
- 设计环境谜题或导航挑战
- 定义用于寻路的兴趣点和地标——这些必须与art-director指定的视觉地标匹配
- 指定出入口以及与相邻区域的连接
相邻区域依赖检查:布局生成后,检查中level-designer提及的每个相邻区域。如果任何提及区域的文件不存在,需指出该缺口:
design/levels/.md"关卡引用[区域名称]作为相邻区域,但不存在。"design/levels/[区域名称].md
使用提供选项:
AskUserQuestion- (a) 使用占位符引用继续——在关卡文档中将该连接标记为UNRESOLVED,并在总结报告的跨关卡未解决依赖部分列出
- (b) 暂停并先运行来创建该区域
/team-level [区域名称]
不得为缺失的相邻区域编造内容。
关卡:使用呈现步骤2的布局(包括任何未解决的相邻区域依赖),并在进入步骤3前获得确认。
AskUserQuestionStep 3: Systems Integration (systems-designer)
步骤3:系统集成(systems-designer)
Spawn the agent to:
systems-designer- 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)
Gate: Use to present Step 3 outputs and confirm before proceeding to Step 4.
AskUserQuestion启动Agent以完成:
systems-designer- 指定敌人组合和遭遇战公式
- 定义战利品表和奖励位置
- 根据预期玩家等级/装备平衡难度
- 设计任何区域专属机制或环境危险
- 指定资源分布(生命补给、存档点、商店)
关卡:使用呈现步骤3的输出,并在进入步骤4前获得确认。
AskUserQuestionStep 4: Production Concepts + Accessibility (art-director + accessibility-specialist, parallel)
步骤4:制作概念+无障碍设计(art-director + accessibility-specialist,并行执行)
Note: The art-director's directional pass (visual theme, color targets, mood) happened in Step 1. This pass is location-specific production concepts — given the finalized layout, what does each specific space look like?
Spawn the agent with the finalized layout from Step 2:
art-director- Produce location-specific concept specs for key spaces (entrance, key encounter zones, landmarks, exits)
- Specify which art assets are unique to this area vs. shared from the global pool
- Define sight-line and lighting setups per key space (these are now layout-informed, not directional)
- Specify VFX needs that are specific to this area's layout (weather volumes, particles, atmospheric effects)
- Flag any locations where the layout creates visual direction conflicts with the Step 1 targets — surface these as production risks
Spawn the agent in parallel to:
accessibility-specialist- Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
- Check that critical path signposting uses shape/icon/sound cues in addition to color
- Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
- Check that key gameplay areas have sufficient contrast for colorblind players
- Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)
Wait for both agents to return before proceeding.
Gate: Use to present both Step 4 results. If the accessibility-specialist returned any BLOCKING concerns, highlight them prominently and offer:
AskUserQuestion- (a) Return to level-designer and art-director to redesign the flagged elements before Step 5
- (b) Document as a known accessibility gap and proceed to Step 5 with the concern explicitly logged in the final report
Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.
注意:art-director的方向阶段(视觉主题、色彩目标、氛围)已在步骤1完成。本阶段是针对特定位置的制作概念——基于最终布局,每个具体空间的外观是怎样的?
以步骤2的最终布局作为上下文,启动Agent:
art-director- 为关键空间(入口、关键遭遇战区域、地标、出口)生成特定位置的概念规范
- 指定哪些美术资源是该区域专属的,哪些是来自全局资源池的共享资源
- 为每个关键空间定义视线和灯光设置(这些现在是基于布局的,而非方向性的)
- 指定该区域布局专属的视觉特效需求(天气体积、粒子效果、大气效果)
- 标记任何布局与步骤1目标产生视觉方向冲突的位置——将这些列为制作风险
并行启动Agent以完成:
accessibility-specialist- 评审关卡布局的导航清晰度(玩家能否不依赖颜色就能定位自己?)
- 检查关键路径的标识是否除了颜色外还使用了形状/图标/声音提示
- 评审任何谜题机制的认知负荷——标记任何需要同时记住超过3种状态的内容
- 检查关键游戏区域是否有色盲玩家足够清晰的对比度
- 输出:带有严重程度(BLOCKING / RECOMMENDED / NICE TO HAVE)的无障碍问题列表
等待两个Agent都返回结果后再继续。
关卡:使用呈现步骤4的两个结果。如果accessibility-specialist返回了任何BLOCKING级别的问题,需突出显示并提供选项:
AskUserQuestion- (a) 返回给level-designer和art-director,重新设计标记的元素后再进入步骤5
- (b) 将其记录为已知的无障碍缺口,并在明确记录该问题的情况下进入步骤5
在用户确认任何BLOCKING级别的无障碍问题前,不得进入步骤5。
Step 5: QA Planning (qa-tester)
步骤5:QA规划(qa-tester)
Spawn the agent to:
qa-tester- 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.
After all subagent outputs are collected, spawn via Task to compile and write the final document:
level-designer- Pass: all subagent outputs (verbatim), the level brief, game pillars, relevant GDD sections
- Ask level-designer to: compile into the level design document format, then request user approval before writing ("May I write the compiled level design to design/levels/[level-name].md?")
- The orchestrator does NOT call Write directly for the final document.
-
Save to(handled by the level-designer subagent after user approval — see above).
design/levels/[level-name].md -
Output a summary with: area overview, encounter count, estimated asset list, narrative beats, any cross-team dependencies or open questions, open cross-level dependencies (adjacent areas referenced but not yet designed, each marked UNRESOLVED), and accessibility concerns with their resolution status.
启动Agent以完成:
qa-tester- 编写关键路径的测试用例
- 识别边界和极端情况(序列断裂、软锁)
- 创建该区域的试玩检查清单
- 定义关卡完成的验收标准
- 编译关卡设计文档,将所有团队输出整合为关卡设计模板格式。
收集所有子Agent的输出后,通过Task启动来编译并撰写最终文档:
level-designer- 传入:所有子Agent的输出(原文)、关卡简报、游戏核心支柱、相关GDD章节
- 请求level-designer:整合为关卡设计文档格式,然后在撰写前请求用户批准(“我可以将编译后的关卡设计写入design/levels/[关卡名称].md吗?”)
- 编排器不得直接调用Write来生成最终文档。
-
保存至(由level-designer子Agent在用户批准后处理——见上文)。
design/levels/[关卡名称].md -
输出总结报告,包含:区域概述、遭遇战数量、预估资源列表、叙事节点、任何跨团队依赖或未解决问题、未解决的跨关卡依赖(已引用但尚未设计的相邻区域,均标记为UNRESOLVED),以及无障碍问题及其解决状态。
File Write Protocol
文件写入协议
All file writes (level design docs, narrative docs, test checklists) 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.
Verdict: COMPLETE — level design document produced and all team outputs compiled.
Verdict: BLOCKED — one or more agents blocked; partial report produced with unresolved items listed.
所有文件写入(关卡设计文档、叙事文档、测试检查清单)均委派给通过Task启动的子Agent。每个子Agent都需执行“我可以写入[路径]吗?”的协议。本编排器不得直接写入文件。
结果判定:COMPLETE——已生成关卡设计文档并整合所有团队输出。
结果判定:BLOCKED——一个或多个Agent受阻;生成包含未解决项的部分报告。
Next Steps
下一步操作
- Run to validate the completed level design doc.
/design-review design/levels/[level-name].md - Run to implement level content once the design is approved.
/dev-story - Run to generate a QA test plan for this level.
/qa-plan
- 运行来验证已完成的关卡设计文档。
/design-review design/levels/[关卡名称].md - 设计获批后,运行来实现关卡内容。
/dev-story - 运行来生成该关卡的QA测试计划。
/qa-plan
Error Recovery Protocol
错误恢复协议
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.
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 first
/architecture-decision - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
如果任何通过Task启动的Agent返回BLOCKED、错误或无法完成任务:
- 立即告知用户:在继续依赖阶段之前,向用户报告“[Agent名称]: BLOCKED — [原因]”
- 评估依赖关系:检查受阻Agent的输出是否为后续阶段所需。如果是,在没有用户输入的情况下不得越过该依赖节点。
- 通过AskUserQuestion提供选项:
- 跳过该Agent并在最终报告中注明缺口
- 缩小范围后重试
- 在此处停止并先解决阻塞问题
- 始终生成部分报告——输出所有已完成的内容。不得因一个Agent受阻而丢弃已完成的工作。
常见阻塞情况:
- 输入文件缺失(未找到故事文档、GDD不存在)→ 重定向至创建该文件的Skill
- ADR状态为Proposed → 不得实施;先运行
/architecture-decision - 范围过大 → 通过拆分为两个任务
/create-stories - ADR与任务之间存在冲突指令 → 指出冲突,不得猜测