team-level

team-level is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 39 tokens per session (2,184 once invoked), scanned A, a copy of team-level, MIT.

A coordinating workflow for building a complete game level or area with specialists for layout, story, world-building, art direction, game systems, and testing.

In plain words
What is it for?
Use it to plan areas such as tutorials, dungeons, towns, or boss arenas, while reviewing each team's proposals before continuing.
Why use it?
It brings the main disciplines together so level decisions fit the game's story, world, gameplay, visuals, and quality checks.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the TodoWrite tool; installed under .agents/ (shared by several agents).

Good fit Use it to plan areas such as tutorials, dungeons, towns, or boss arenas, while reviewing each team's proposals before continuing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/striderza/opencodegamestudios/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 striderZA/OpenCodeGameStudios --skill team-level
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

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/striderza/opencodegamestudios/team-level/github.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/team-level)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-level"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/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/striderza/opencodegamestudios/team-level"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-level.svg" alt="Reviewed on agentmods" width="80" 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 2,184 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 $0.00039 $0.02184
Opus 5.5 $0.00016 $0.00874
Sonnet 5.5 $0.00008 $0.00437
Haiku 4.5 $0.00004 $0.00218

Measured 1mo ago against content hash d85eb0072c97, 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.

Origin

This is a copy

89% identical to team-level — 162 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.

.agents/modules/level-design/skills/team-level/SKILL.md · 176 lines

How it starts

The opening of the file, as written. The whole thing — 176 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 question 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: accessibility-specialist — Navigation clarity, colorblind safety, cognitive load
  • 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 + Visual Direction (narrative-director + world-builder + art-director, parallel)

Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.

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?)

Read the full file on GitHub · 176 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. 1mo ago First seen · 176 lines · 39 tokens per session scan A d85eb0072c97

Subscribe to this mod's changes

team-level is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 39 tokens to every session and 2,184 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to team-level, differing in 162 lines, and is treated as a copy.

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