team-live-ops

team-live-ops is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 57 tokens per session (1,955 once invoked), scanned A, a copy of team-live-ops, MIT.

A post-launch game content planning workflow for seasons, events, or other live updates. It combines content, economy, analytics, community messaging, and narrative planning.

In plain words
What is it for?
Use it to plan a season, live event, battle pass, store activity, tracking plan, announcements, or related narrative content.
Why use it?
It connects player-facing content with rewards, measurement, communication, and the story around the update.

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 plan a season, live event, battle pass, store activity, tracking plan, announcements, or related narrative content.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/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 IdoCohen560/claude-unity-game-studio --skill team-live-ops
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-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-live-ops

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/team-live-ops/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/team-live-ops)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/team-live-ops"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/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/idocohen560/claude-unity-game-studio/team-live-ops"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/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 1,955 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 89% 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 $0.01955
Opus 5 $0.00028 $0.00978
Sonnet 5 $0.00011 $0.00391
Haiku 4.5 $0.00006 $0.00196

Measured 6d ago against content hash 322b6484e54a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, 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

89% identical to team-live-ops — 18 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.

examples/my-first-game/.claude/skills/team-live-ops/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 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.

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

Always provide full context in each agent's prompt (game concept path, existing season docs, ethics policy path, current economy state). Launch independent agents in parallel where the pipeline allows it (Phases 3 and 4 can run simultaneously).

Read the full file on GitHub · 146 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 · 146 lines · 57 tokens per session scan A 322b6484e54a

Subscribe to this mod's changes

team-live-ops is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 57 tokens to every session and 1,955 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to team-live-ops, differing in 18 lines, and is treated as a copy.

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