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.
npx skills add IdoCohen560/claude-unity-game-studio --skill team-narrativegit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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.
[](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/team-narrative)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/team-narrative"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/team-narrative/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.
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/team-narrative"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/team-narrative.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00041 | $0.01438 |
| Opus 5 | $0.00020 | $0.00719 |
| Sonnet 5 | $0.00008 | $0.00288 |
| Haiku 4.5 | $0.00004 | $0.00144 |
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 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.
This is a copy
88% identical to team-narrative — 19 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.
How it starts
The opening of the file, as written. The whole thing — 112 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 useAskUserQuestionhere; 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.
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
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: narrative-director— Story arcs, character design, narrative visionsubagent_type: writer— Dialogue writing, lore entries, in-game textsubagent_type: world-builder— World rules, faction design, history, geographysubagent_type: art-director— Character visual profiles, environmental visual storytelling, cinematic tonesubagent_type: level-designer— Level layouts that serve the narrative, pacingsubagent_type: localization-lead— i18n validation, string key compliance, translation headroom
Always provide full context in each agent's prompt (narrative brief, lore dependencies, character profiles). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 2 agents can run simultaneously).
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.
- 6d ago First seen · 112 lines · 41 tokens per session scan A 86b266640f64
team-narrative is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 1,438 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to team-narrative, differing in 19 lines, and is treated as a copy.
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