team-narrative

Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.

By donchitos · 403 installs

npx skills add donchitos/claude-code-game-studios --skill team-narrative

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Team Narrative If no argument is provided, output usage guidance and exit without spawning any agents: Usage: /team narrative [narrative content description] [ review full lean solo] — describe the story content, scene, or narrative area to work on (e.g., boss encounter cutscene , faction intro dialogue , tutorial narrative ). Do not use AskUserQuestion here; 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. In collaborative mode, the user must approve before moving to the next phase. In guided mode the pipeline advances automatically unless a phase is BLOCKED; in autonomous mode it runs end to end, recording each phase outcome via log decision . Decisions in automation always ask categories ( is always ask category helper) always prompt regardless of mode. See .claude/docs/automation modes.md . Phase 0: Resolve Config ! bash "${CLAUDE SKILL DIR}/../../hooks/yaml helper.sh" resolve config keys review mode,automation,team.size Resolved above — use as is; review overrides review mode . No block → defaults in .claude/docs/config resolution.md . review mode sets director gate depth, and this pipeline has no director gate: no phase below spawns CD , TD , PR or AD PHASE GATE, at any review mode . Its phase gates are the pipeline's own decision points (defined under team.size below), and the agents that work at them are team members, not director gates. Phase 4's ND CONSISTENCY is the exception in every mode: it is this pipeline's own review, not an optional director gate, so review mode never skips it ( team.size still decides who runs it — see Phase 4). automation drives the Decision Points note above. See the Decision Points note above and .claude/docs/automation modes.md for how each mode changes pipeline behavior. team.size : which agents are active (orthogonal to review mode gate depth and workflow docs). individual (default): writer only; narrative director invoked only on an explicit pillar conflict. Other agents consulted via the writer, not spawned separately. small : narrative director + writer , plus localization lead and world builder when review mode is full (at lean and solo they are consulted through the writer). studio : all six Team Composition agents, whatever the review mode (the full pipeline as documented). A non core agent needed at individual routes through the nearest active core agent with an informational note. "Phase gate" means any phase that ends in an AskUserQuestion decision point this pipeline itself lists — a transition under Decision Points above, or a Gate step written into the pipeline below — whatever the automation mode. guided and autonomous change how a gate is passed (it auto advances, or is recorded with log decision ), not whether it is one, so bounded exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it. Announce the active set before Phase 1 — never let the collapse be silent. Before spawning anything, state in one line which agents this run will actually spawn, and which the pipeline below names but will not spawn at the resolved team.size . For example: Active set (team.size: <resolved ): <the agents listed for that size above . Not spawned this run: <every other agent this pipeline names — consulted through <nearest active core agent . Raise team.size (or modes.rigor) to widen. Fill it from the team.size list directly above and the agents this file's own pipeline names — not from an example. Both sets differ per orchestrator. The pipeline below reads as a multi agent fan out and at the shipped default it is one or two agents — team release names ten and runs one, team narrative names six across five phases and runs writer alone. The collapse is correct : team.size is rigor fronted and the narrow default is the token lever. Without saying so, a reader cannot distinguish a correctly collapsed run from a broken pipeline, and the per agent "routes through the nearest core agent with an informational note" rule above fires at routing time and never states the shape of the run as a whole. This is the same rule as the skipped check reporting elsewhere in this file: a constraint that is enforced but never surfaced is indistinguishable, to the person reading the output, from one that was never enforced. 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 localization lead — Localization readiness — flags non localizable strings, cultural assumptions, and i18n gaps How to Delegate Use the Agent tool to spawn each team member as a subagent: subagent type: narrative director — Story arcs, character design, narrative vision subagent type: writer — Dialogue writing, lore entries, in game text subagent type: world builder — World rules, faction design, history, geography subagent type: art director — Character visual profiles, environmental visual storytelling, cinematic tone subagent type: level designer — Level layouts that serve the narrative, pacing subagent type: localization lead — Localization readiness — flags non localizable strings, cultural assumptions, and i18n gaps Read the canon first. Before Phase 1, read the shared inputs that exist — the narrative bible or tone guide, the character and faction files under design/narrative/ , and the world rules. Never tell an agent to invent canon: if none exists, say so and ask the user before any drafting. Brief each agent — do not dump context. Read the shared inputs once and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re reads the whole file). Pass a path only for a document you have not read and only that agent needs. End every agent prompt with a return contract: "Write your full output to [path] — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return only (1) the path written, (2) a ≤5 bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session. Substitute a real path for [path] . Agents write drafts under production/narrative/[content slug]/ — inside the bounded exception below. The finished documents belong in design/narrative/ , which the exception does not cover, so you write those after one approval (see "Write the finals"): Agent Drafts to ( [path] ) Final document (you write it) narrative director production/narrative/[content slug]/brief.md design/narrative/[content slug] brief.md world builder production/narrative/[content slug]/lore [topic].md design/narrative/lore/[topic].md writer production/narrative/[content slug]/dialogue [scene slug].md design/narrative/dialogue/[scene slug].md art director production/narrative/[content slug]/visual direction.md design/narrative/[content slug] visual direction.md level designer production/narrative/[content slug]/level integration.md design/narrative/[content slug] level integration.md localization lead production/narrative/[content slug]/i18n review.md stays in production/ — a review, not a design document The final destination is not a free choice. design/narrative/ is read by /asset spec , /design review , /localize , /onboard , /project stage detect , /team level and the cd narrative director gate. An artifact written anywhere else is invisible to all seven. The [path] contract above has a precondition: the path is one you named. A skill that states the contract but names no concrete destination leaves every run to invent one, which defeats it. /team qa Phase 4 carries the same requirement for the same reason. Why this does not violate the Collaboration Protocol. CLAUDE.md requires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes without asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made for consistency check appending to active.md . The exception holds only when all three are true: (1) the path is one you named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact under production/ , docs/ or tests/ , never an edit to existing source or config; (3) the phase that produced it is itself gated by an AskUserQuestion before the pipeline advances. Outside those three, the agent must ask. Do not "fix" this by asking per subagent — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists. Launch independent agents in parallel where the pipeline allows it (e.g., Phase 2 agents can run simultaneously). Pipeline Phase 1: Narrative Direction Delegate to narrative director : Define the narrative purpose of this content: what story beat does it serve? Identify characters involved, their motivations, and how this fits the overall arc Set the emotional tone and pacing targets Specify any lore dependencies or new lore this introduces Output: narrative brief with story requirements Phase 2: World Foundation (parallel) Delegate in parallel — issue all three Agent calls simultaneously before waiting for any result: world builder : Create or update lore entries for factions, locations, and history relevant to this content. Cross reference against existing lore for contradictions. Set canon level for new entries. writer : Draft character dialogue using voice profiles. Ensure all lines are under 120 characters, use named placeholders for variables, and are localization ready. art director : Define character visual design direction for key characters appearing in this content (silhouette, visual archetype, distinguishing features). Specify environmental visual storytelling elements for each key space (prop composition, lighting notes, spatial arrangement). Define tone palette and cinematic direction for any cutscenes or scripted sequences. Phase gate: collect all three Phase 2 outputs, then apply the Decision Points rule before starting Phase 3 — present the lore, dialogue, and visual direction summaries and capture approval via AskUserQuestion in collaborative mode (auto advance in guided unless a result is BLOCKED; log decision in autonomous ). Phase 3: Level Narrative Integration Delegate to level designer : Review the narrative brief and lore foundation Design environmental storytelling elements in the level Place narrative triggers, dialogue zones, and discovery points Ensure pacing serves both gameplay and story Phase 4: Review and Consistency Spawn narrative director via Agent using gate ND CONSISTENCY ( .claude/docs/director gates/nd consistency.