team-level

team-level is a skill for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 42 tokens per session (1,146 once invoked), scanned A, original, MIT.

A coordinated team for creating complete game levels or areas, covering story, world-building, layout, encounters, visuals, systems, and testing.

In plain words
What is it for?
Use it to design tutorials, dungeons, towns, boss arenas, paths, encounters, puzzles, landmarks, rewards, and test plans.
Why use it?
It brings the many parts of level creation into one ordered process and checks that they support the game’s design goals.

Skill for Claude Code

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

Good fit Use it to design tutorials, dungeons, towns, boss arenas, paths, encounters, puzzles, landmarks, rewards, and test plans.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/pixel-cellar/claude-code-game-studios/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 pixel-cellar/Claude-Code-Game-Studios --skill team-level
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/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-level

README.md
[![agentmods](https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/team-level/github.svg)](https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/team-level)
Your own site
<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/team-level"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/team-level/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-level

Your own site · 80×15
<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/team-level"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/team-level.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,146 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 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 $0.00042 $0.01146
Opus 5.5 $0.00017 $0.00458
Sonnet 5.5 $0.00008 $0.00229
Haiku 4.5 $0.00004 $0.00115

Measured 1mo ago against content hash 8601b52d0a88, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo 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.

.claude/skills/team-level/SKILL.md · 84 lines

What it actually says

当此技能被调用时:

决策节点: 在每个步骤转换时,使用 AskUserQuestion 将子代理的方案以可选项的形式呈现给用户。在对话中写出代理的完整分析,然后以简洁的标签记录决策。用户必须批准后才能进入下一步。

  1. 读取参数以确定目标关卡或区域(例如 新手教程、森林地牢、枢纽城镇、最终 Boss 竞技场)。

  2. 收集上下文:

    • 读取位于 design/gdd/game-concept.md 的游戏概念文档
    • 读取位于 design/gdd/game-pillars.md 的游戏支柱文档
    • 读取 design/levels/ 中的现有关卡文档
    • 读取 design/narrative/ 中的相关叙事文档
    • 读取该区域所属地区/阵营的世界观设定文档

如何委派

使用 Task 工具将每位团队成员生成为子代理:

  • subagent_type: narrative-director — 叙事目的、角色、情感弧线
  • subagent_type: world-builder — 背景设定上下文、环境叙事、世界规则
  • subagent_type: level-designer — 空间布局、节奏、遭遇战、导航
  • subagent_type: systems-designer — 敌人组合、战利品表、难度平衡
  • subagent_type: art-director — 视觉主题、调色板、光照、资产需求
  • subagent_type: qa-tester — 测试用例、边界测试、试玩检查清单

始终在每个代理的提示中提供完整上下文(游戏概念、支柱、现有关卡文档、叙事文档)。

  1. 按顺序编排关卡设计团队:

步骤 1:叙事上下文(narrative-director + world-builder)

生成 narrative-director 代理以:

  • 定义该区域的叙事目的(这里发生哪些故事节拍?)
  • 识别关键角色、对话触发点和背景设定元素
  • 指定情感弧线(玩家进入时、探索中、离开时应有什么感受?)

生成 world-builder 代理以:

  • 提供该区域的背景设定上下文(历史、阵营势力、生态)
  • 定义环境叙事的机会
  • 指定影响该区域玩法的世界规则

步骤 2:布局与遭遇战设计(level-designer)

生成 level-designer 代理以:

  • 设计空间布局(关键路径、可选路径、隐藏区域)
  • 定义节奏曲线(紧张高峰、休息区域、探索区域)
  • 放置具有难度递进的遭遇战
  • 设计环境谜题或导航挑战
  • 定义兴趣点和地标以辅助寻路
  • 指定入口/出口点及与相邻区域的连接

步骤 3:系统集成(systems-designer)

生成 systems-designer 代理以:

  • 指定敌人组合和遭遇战公式
  • 定义战利品表和奖励放置
  • 根据玩家预期等级/装备平衡难度
  • 设计区域专属机制或环境危害
  • 指定资源分布(生命恢复道具、存档点、商店)

步骤 4:视觉方向(art-director)

生成 art-director 代理以:

  • 定义该区域的视觉主题和调色板
  • 指定光照氛围和时间设置
  • 列出所需美术资产(环境道具、专属资产)
  • 定义视觉地标和视线
  • 指定特殊视觉特效需求(天气、粒子、雾气)

步骤 5:QA 规划(qa-tester)

生成 qa-tester 代理以:

  • 编写关键路径的测试用例
  • 识别边界情况和极端情况(顺序越界、软锁定)
  • 创建该区域的试玩检查清单
  • 定义关卡完成的验收标准
  1. 编制关卡设计文档,将所有团队输出整合为关卡设计模板格式。

  2. 保存至 design/levels/[关卡名称].md。

  3. 输出摘要,包含:区域概述、遭遇战数量、预估资产列表、叙事节拍,以及跨团队依赖关系或待解决问题。

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. 1mo ago First seen · 84 lines · 42 tokens per session scan A 8601b52d0a88

Subscribe to this mod's changes

team-level is a skill published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It adds 42 tokens to every session and 1,146 once invoked, about $0.0002 per session on Opus 5.5. 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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