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
Source repository · Upstream listing
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 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.
The user must approve before moving to the next phase.
Phase 0: Resolve Review Mode
1. If review [mode] was passed as an argument, use that mode.
2. Else read production/review mode.txt — use whatever is written there.
3. Else default to lean .
Modes:
full — spawn all director and lead gates as described
lean — skip director gates unless they are PHASE GATE type (CD PHASE GATE, TD PHASE GATE, PR PHASE GATE, AD PHASE GATE)
solo — skip all director gate spawning entirely; run the skill without any agent gates
Store the resolved mode for use in all subsequent phases.
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 Task 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
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).
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 Task 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 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
Delegate to narrative director :
Review all dialogue against character voice profiles
Verify lore consistency across new and existing entries
Confirm narrative pacing aligns with level design
Check that all mysteries have documented "true answers"
Phase 5: Polish (parallel)
Delegate in parallel:
writer : Final self review — verify no line exceeds dialogue box constraints, all text uses string keys (not raw strings), placeholder variable names are consistent
localization lead : Validate i18n compliance — check string key naming conventions, flag any strings with hardcoded formatting that won't survive translation, verify character limit headroom for languages that expand (German/Finnish typically +30%), confirm no cultural assumptions in text that would need locale specific variants
world builder : Finalize canon levels for all new lore entries
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
1. Surface immediately : Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
2. Assess dependencies : Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
3. Offer options via AskUserQuestion with choices:
Skip this agent and note the gap in the final report
Retry with narrower scope
Stop here and resolve the blocker first
4. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
Input file missing (story not found, GDD absent) → redirect to the skill that creates it
ADR status is Proposed → do not implement; run /architecture decision first
Scope too large → split into two stories via /create stories
Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (narrative docs, dialogue files, lore entries) are delegated to
sub agents spawned via Task. Each sub agent enforces the "May I write to [path]?"
protocol. This orchestrator does not write files directly.
Output
A summary report covering: narrative brief status, lore entries created/updated, dialogue lines written, level narrative integration points, consistency review results, and any unresolved contradictions.
Verdict: COMPLETE — narrative content delivered.
If the pipeline stops because a dependency is unresolved (e.g., lore contradiction or missing prerequisite not resolved by the user):
Verdict: BLOCKED — [reason]
Next Steps
Run /design review on the narrative documents for consistency validation.
Run /localize extract to extract new strings for translation after dialogue is finalized.
Run /dev story to implement dialogue triggers and narrative events in engine.