team-level

team-level is a skill for Claude Code from HolyMonkey/youtube-example-ai-studio. It costs 39 tokens per session (932 once invoked), scanned A, a copy of team-level, MIT.

A coordinated workflow for creating a complete game level or area, combining layout, story, world details, art direction, game systems, and testing.

In plain words
What is it for?
Use it to build areas such as tutorials, dungeons, towns, forests, or boss arenas from concept through validation.
Why use it?
It keeps the level's space, encounters, narrative purpose, visuals, and quality checks connected.

Skill for Claude Code

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

Good fit Use it to build areas such as tutorials, dungeons, towns, forests, or boss arenas from concept through validation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/holymonkey/youtube-example-ai-studio/team-level
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 HolyMonkey/youtube-example-ai-studio --skill team-level
Clone the repo
git clone --depth 1 https://github.com/HolyMonkey/youtube-example-ai-studio

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-level

README.md
[![agentmods](https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-studio/team-level.svg)](https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-level)
Your own site
<a href="https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-level"><img src="https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-studio/team-level.svg" alt="Measured on agentmods" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 932 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 $0.00039 $0.00932
Opus 5 $0.00019 $0.00466
Sonnet 5 $0.00008 $0.00186
Haiku 4.5 $0.00004 $0.00093

Measured 3d ago against content hash 834743d57e60, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

team-level 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 3d 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-level — 0 lines 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.

.claude/skills/team-level/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

  1. Read the argument for the target level or area (e.g., tutorial, forest dungeon, hub town, final boss arena).

  2. 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).

  1. 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

Read the full file on GitHub · 90 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. 3d ago First seen · 90 lines · 39 tokens per session scan A 834743d57e60

Subscribe to this mod's changes

team-level is a skill published in the GitHub repository HolyMonkey/youtube-example-ai-studio (11 stars, last pushed 5mo ago), licensed MIT. It adds 39 tokens to every session and 932 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to team-level, differing in 0 lines, and is treated as a copy.