team-narrative

team-narrative is a skill for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 41 tokens per session (1,630 once invoked), scanned A, original, MIT.

A workflow for creating connected game story content, world lore, and narrative-focused level design. It coordinates narrative, writing, world-building, and level-design roles.

In plain words
What is it for?
Use it to create a cutscene, faction introduction, tutorial narrative, or other story-driven game content.
Why use it?
Story content can become inconsistent when dialogue, lore, and level structure are designed separately. This gives those parts a shared planning process.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; mentions subagents; names the AskUserQuestion tool.

About the project

Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.

Donchitos/Claude-Code-Game-Studios · 24,838 stars · on GitHub

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.

agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/team-narrative
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill team-narrative
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

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-narrative

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/team-narrative.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/team-narrative)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/team-narrative"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/team-narrative.svg" alt="Measured on agentmods" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,630 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00041 $0.01630
Opus 5 $0.00020 $0.00815
Sonnet 5 $0.00008 $0.00326
Haiku 4.5 $0.00004 $0.00163

Measured 2d ago against content hash 9959626482ed, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

team-narrative 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 2d 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

Copies of this mod

3 near-identical copies found in the catalogue:

.claude/skills/team-narrative/SKILL.md · 127 lines

How it starts

The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-narrative [narrative content description] — describe the story content, scene, or narrative area to work on (e.g., boss encounter cutscene, faction intro dialogue, tutorial narrative). Do not use AskUserQuestion here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the narrative team through a structured 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

  • narrative-director — Story arcs, character design, dialogue strategy, narrative vision
  • writer — Dialogue writing, lore entries, item descriptions, in-game text
  • world-builder — World rules, faction design, history, geography, environmental storytelling
  • art-director — Character visual design, environmental visual storytelling, cutscene/cinematic tone
  • level-designer — Level layouts that serve the narrative, pacing, environmental storytelling beats
  • localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps

How to Delegate

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

  • subagent_type: narrative-director — Story arcs, character design, narrative vision
  • subagent_type: writer — Dialogue writing, lore entries, in-game text
  • subagent_type: world-builder — World rules, faction design, history, geography
  • subagent_type: art-director — Character visual profiles, environmental visual storytelling, cinematic tone
  • subagent_type: level-designer — Level layouts that serve the narrative, pacing
  • subagent_type: localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps

Read the full file on GitHub · 127 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. 2d ago First seen · 127 lines · 41 tokens per session scan A 9959626482ed

Subscribe to this mod's changes

team-narrative is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,838 stars, last pushed 3mo ago), licensed MIT. It adds 41 tokens to every session and 1,630 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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