team-combat skill
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Is the team-combat skill safe?
Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.
No findings.
Install the team-combat skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/team-combat ~/.claude/skills/team-combat
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
Argument check: If no combat feature description is provided, output:
"Usage: /team-combat [combat feature description] — Provide a description of the combat feature to design and implement (e.g., melee parry system, ranged weapon spread)."
Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the combat 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 logdecision. Decisions in automationalwaysask categories (isalwaysaskcategory helper) always prompt regardless of mode. See .claude/docs/automation-modes.md.
Phase 0: Resolve Config
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys reviewmode,automation,team.size
Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.
review_mode sets gate depth:
- 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
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).
Directors (CD/TD/PR) still spawn at phase gates regardless of size; 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 before the pipeline advances — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. 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.
- individual (default): gameplay-programmer runs the pipeline; escalate ai-programmer only if the feature flags AI work. Other Team Composition agents are consulted via the gameplay-programmer, not spawned separately.
- small: the full Team Composition pipeline below, as documented.
- studio: full pipeline + engine sub-specialists + an adversarial review pass.
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: ): .
Not spawned this run: — consulted
through . 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 eight 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, measured at roughly 10x. What was wrong is that nothing said so, so a reader could not 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
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (the primary specialist is -specialist from engine.name — Godot→godot-specialist, Unity→unity-specialist, Unreal→unreal-specialist; fall back to the Primary line of ## Engine Specialists in technical-preferences.md)
- qa-tester — Write test cases and validate the implementation
How to Delegate
Use the Agent tool to spawn each team member as a subagent:
- subagent_type: game-designer — Design the mechanic, define formulas and edge cases
- subagent_type: gameplay-programmer — Implement the core gameplay code
- subagent_type: ai-programmer — Implement NPC/enemy AI behavior
- subagent_type: technical-artist — Create VFX, shader effects, visual feedback
- subagent_type: sound-designer — Define audio events, impact sounds, ambient audio
- subagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementation
- subagent_type: qa-tester — Write test cases and validate implementation
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]. Every phase that produces an artifact names one; most are fixed by the skill that already reads them:
Phase 6 is a spoken status report, not an artifact — no path, and none needed.
Every phase above names a concrete destination, deliberately. The Error
Recovery Protocol below says "a named artifact that is not on disk is a failed
phase" — a check that cannot run when no path was named.
The two docs/architecture/ entries are a judgement call, not a convention.
That directory holds ADRs (adr-NNNN-*.md); a sketch is a precursor to one, not
one itself, and nothing in the repo reads either file. Say so when
reporting, so the sketch is understood as a record rather than an input to a
later gate.
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 3 agents can run simultaneously).
Pipeline
Phase 1: Design
Delegate to game-designer:
- Create or update the design document in design/gdd/ covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
- Output: completed design document
Phase 2: Architecture
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
- Review the design document
- Design the code architecture: class structure, interfaces, data flow
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Then spawn the primary engine specialist to validate the proposed architecture:
- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
- Are there engine-native systems that should be used instead of custom implementations?
- Any proposed APIs that are deprecated or changed in the pinned engine version?
- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
Use AskUserQuestion:
- Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
- Options:
- [A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)
- [B] Revise the architecture first — I'll describe what needs to change
- [C] Stop here — I'll continue later
Only spawn implementation agents if user selects [A]. (In guided/autonomous mode this architecture gate is a normal phase transition — proceed to implementation unless the architecture sketch came back BLOCKED, recording the decision via log_decision in autonomous mode. The gate is not a release- critical or irreversible decision, so it follows the standard pipeline rule.)
Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- gameplay-programmer: Implement core combat mechanic code
- ai-programmer: Implement AI behaviors (if the feature involves NPC reactions)
- technical-artist: Create VFX and shader effects
- sound-designer: Define audio event list and mixing notes
Phase 4: Integration
- Wire together gameplay code, AI, VFX, and audio
- Ensure all tuning knobs are exposed and data-driven
- Verify the feature works with existing combat systems
Phase 5: Validation
Delegate to qa-tester:
- Write test cases from the acceptance criteria
- Test all edge cases documented in the design
- Verify performance impact is within budget
- File bug reports for any issues found
More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.