team-narrative

team-narrative is a skill for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 0 tokens per session (1,046 once invoked), scanned A, a copy of balance-check, MIT.

A coordinated team of game-writing specialists that plans story direction, world lore, dialogue, and story-focused level design in stages.

In plain words
What is it for?
Use it to develop a game’s story arc, characters, setting, lore, in-game text, and narrative-driven areas.
Why use it?
It gives a game project a shared narrative plan and keeps story, world-building, writing, and levels consistent.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: names the AskUserQuestion tool.

Good fit Use it to develop a game’s story arc, characters, setting, lore, in-game text, and narrative-driven areas.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/pixel-cellar/claude-code-game-studios/team-narrative
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-narrative
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-narrative

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

agentmods 80×15 button for team-narrative

Your own site · 80×15
<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/team-narrative"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/team-narrative.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,046 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 $0.00000 $0.01046
Opus 5.5 $0.00000 $0.00418
Sonnet 5.5 $0.00000 $0.00209
Haiku 4.5 $0.00000 $0.00105

Measured 1mo ago against content hash 85badca871c3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 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.

Origin

This is a copy

100% identical to balance-check — 110 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-narrative/SKILL.md · 67 lines

What it actually says

---
name: team-narrative
description: "编排叙事团队:协调 narrative-director、writer、world-builder 和 level-designer,打造连贯的故事内容、世界传说(Lore)和叙事驱动的关卡设计。"
argument-hint: "[叙事内容描述]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite
---
当调用此技能时,通过结构化管线(Pipeline)编排叙事团队。

**决策节点:** 在每个阶段转换时,使用 `AskUserQuestion` 将子代理的提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,然后用简洁的标签记录决策。用户必须批准后才能进入下一阶段。

## 团队组成
- **narrative-director**(叙事总监)— 故事弧线(Story Arc)、角色设计、对话策略、叙事愿景
- **writer**(编剧)— 对话撰写、传说条目、物品描述、游戏内文本
- **world-builder**(世界构建师)— 世界规则、阵营设计、历史、地理、环境叙事(Environmental Storytelling)
- **level-designer**(关卡设计师)— 服务于叙事的关卡布局、节奏控制、环境叙事节拍

## 委派方式

使用 Task 工具将每位团队成员生成为子代理:
- `subagent_type: narrative-director` — 故事弧线、角色设计、叙事愿景
- `subagent_type: writer` — 对话撰写、传说条目、游戏内文本
- `subagent_type: world-builder` — 世界规则、阵营设计、历史、地理
- `subagent_type: level-designer` — 服务于叙事的关卡布局、节奏控制

始终在每个代理的提示中提供完整上下文(叙事简报、传说依赖关系、角色档案)。在管线允许的情况下并行启动独立代理(例如第 2 阶段的代理可同时运行)。

## 管线(Pipeline)

### 第 1 阶段:叙事方向
委派给 **narrative-director**:
- 定义此内容的叙事目的:它服务于哪个故事节拍(Story Beat)?
- 识别涉及的角色、其动机,以及如何融入整体故事弧线
- 设定情感基调和节奏目标
- 指定传说依赖项或此内容引入的新传说
- 输出:包含故事需求的叙事简报(Narrative Brief)

### 第 2 阶段:世界基础(并行)
并行委派:
- **world-builder**:创建或更新与此内容相关的阵营、地点和历史传说条目。与现有传说交叉比对以检查矛盾。为新条目设定正典级别(Canon Level)。
- **writer**:使用声音档案(Voice Profile)起草角色对话。确保所有对话行不超过 120 个字符,使用命名占位符表示变量,并做好本地化准备。

### 第 3 阶段:关卡叙事整合
委派给 **level-designer**:
- 审查叙事简报和传说基础
- 设计关卡中的环境叙事元素
- 放置叙事触发器、对话区域和发现点
- 确保节奏同时服务于玩法和故事

### 第 4 阶段:审查与一致性
委派给 **narrative-director**:
- 对照角色声音档案审查所有对话
- 验证新旧传说条目之间的一致性
- 确认叙事节奏与关卡设计对齐
- 检查所有谜团是否都记录了"真实答案"

### 第 5 阶段:打磨
- 编剧审查所有文本的本地化就绪状态
- 验证没有对话行超出对话框约束
- 确认所有文本使用字符串键(本地化管线就绪)
- 世界构建师为所有新传说最终确定正典级别

## 输出
一份总结报告,涵盖:叙事简报状态、已创建/更新的传说条目、已编写的对话行、关卡叙事整合点、一致性审查结果,以及任何未解决的矛盾。
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 · 67 lines · 0 tokens per session scan A 85badca871c3

Subscribe to this mod's changes

team-narrative is a skill published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,046 tokens. A static security scan graded it A with 0 findings. It is 100% identical to balance-check, differing in 110 lines, and is treated as a copy.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens