team-live-ops

team-live-ops is a skill for Claude Code from bullish0x/GameStudio. It costs 57 tokens per session (2,147 once invoked), scanned A, a copy of team-live-ops, MIT.

A coordinated team of specialist agents for planning post-launch game content such as seasons, events, and other live updates.

In plain words
What is it for?
Use it to plan seasonal content, limited-time events, rewards, player communication, and supporting game updates.
Why use it?
It brings narrative, economy, analytics, community, and content planning together so a live event is designed as one connected update.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; installed under .agents/ (shared by several agents).

Good fit Use it to plan seasonal content, limited-time events, rewards, player communication, and supporting game updates.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/team-live-ops
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill team-live-ops
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for team-live-ops

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-live-ops/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/team-live-ops)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-live-ops"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-live-ops/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for team-live-ops

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-live-ops"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-live-ops.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,147 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00057 $0.02147
Opus 5 $0.00028 $0.01073
Sonnet 5 $0.00011 $0.00429
Haiku 4.5 $0.00006 $0.00215

Measured 6d ago against content hash 0de94db2ebd0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

team-live-ops scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to team-live-ops — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/team-live-ops/SKILL.md · 159 lines

How it starts

The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Argument check: If no season name or event description is provided, output:

"Usage: /team-live-ops [season name or event description] — Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning pipeline.

Decision Points: At each phase 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 phase.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. 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

  • live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
  • economy-designer — Live economy balance, store rotation, currency pricing, pity timers
  • analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
  • community-manager — Player-facing announcements, event descriptions, seasonal messaging
  • narrative-director — Seasonal narrative theme, story arc, world event framing
  • writer — Event descriptions, reward item names, seasonal flavor text, announcement copy

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: live-ops-designer — Season/event structure and retention mechanics
  • subagent_type: economy-designer — Live economy balance and reward pricing
  • subagent_type: analytics-engineer — Success metrics, A/B tests, event instrumentation
  • subagent_type: community-manager — Player-facing communication and messaging
  • subagent_type: narrative-director — Seasonal theme and narrative framing
  • subagent_type: writer — All player-facing text: event descriptions, item names, copy

Read the full file on GitHub · 159 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 159 lines · 57 tokens per session scan A 0de94db2ebd0

Subscribe to this mod's changes

team-live-ops is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 2mo ago), licensed MIT. It adds 57 tokens to every session and 2,147 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to team-live-ops, differing in 1 line, and is treated as a copy.

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