Co Op Game Intro Generator
tl2012tl/comfyUI-llama-TE
For users creating a two-player co-op game menu or opening animation.
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combat --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/team-combat .claude/skills/team-combat && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .claude/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combatType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combat --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/team-combat .agents/skills/team-combat && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .agents/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combat --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/team-combat .cursor/skills/team-combat && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .cursor/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/team-combat--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combat --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/team-combat .gemini/skills/team-combat && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .gemini/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combatInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/team-combat .github/skills/team-combat && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .github/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-combat --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/team-combat .opencode/skills/team-combat && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "team-combat" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-combat into .opencode/skills/team-combat/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-combat", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
team-combatOrchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Team Combat is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game design. The repository describes itself as: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditBashAgentAskUserQuestionTaskCreateTaskGet…and 3 more on the same allowed-tools line.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Team Combat loads about 4.7k tokens when it runs. Until then it costs about 44 tokens; SKILL.md has 2,559 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check noted patterns worth knowing about, such as sudo or a known installer.
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdaAutomated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 2,559 words, ~4,723 tokens.
.claude/skills/team-combat/SKILL.md (or your agent's skills folder).Argument check: If no combat feature description is provided, output:
"Usage:
/team-combat [combat feature description] [--review full|lean|solo]— 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
log_decision. Decisions in automation_always_ask categories
(is_always_ask_category helper) always prompt regardless of mode. See
.claude/docs/automation-modes.md.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow
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.
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.
workflow sizes the Phase 1 design document the way /design-system does:
## Summary plus all 8 sections at full; at standard, Overview, Detailed
Design, Edge Cases, Dependencies and Acceptance Criteria, plus Formulas whenever
the mechanic defines numeric rules (a combat mechanic almost always does); at
minimal the game brief is the design record and the GDD is optional — draft
those five sections and tell the user it is optional at this workflow level.
team.size: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
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. Engine sub-specialists: the primary engine specialist's prompt says it may hand parts of its review to the sub-specialists its tools: grant names (for example ue-gas-specialist for abilities); below studio it answers alone. Adversarial review pass: Phase 5's qa-tester is told "your job is not to confirm this works — find how it breaks", and the report says the pass ran.
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> — consultedthrough <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.
<engine>-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)Use the Agent tool to spawn each team member as a subagent:
subagent_type: game-designer — Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer — Implement the core gameplay codesubagent_type: ai-programmer — Implement NPC/enemy AI behaviorsubagent_type: technical-artist — Create VFX, shader effects, visual feedbacksubagent_type: sound-designer — Define audio events, impact sounds, ambient audiosubagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementationsubagent_type: qa-tester — Write test cases and validate implementationBrief 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. Implementation files are the exception: an agent writing code or assets first returns the files it will create or change, and its return contract names them only after you have asked once for the set and the user said yes (File Write Protocol) — that answer, not the bounded exception, authorises those writes.
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 / agent | Writes to | Destination fixed by |
|---|---|---|
| 1 game-designer (draft) | production/combat/[feature]-gdd-draft.md | this skill — you write the final design/gdd/[feature].md (Phase 1) |
| 2 gameplay-programmer | docs/architecture/[feature]-sketch.md | see note below |
| 2 engine specialist | docs/architecture/[feature]-engine-notes.md | see note below |
| 3 gameplay-programmer, ai-programmer, technical-artist | the code root and assets/ — the files the Phase 3 approval lists | outside the bounded exception: asked once for the set (File Write Protocol) |
| 3 sound-designer | production/combat/[feature]-audio-events.md | this skill |
| 5 qa-tester (test cases) | production/qa/test-cases/[feature]-cases.md | /team-qa Phase 4 |
| 5 qa-tester (bugs) | production/qa/bugs/BUG-[NNNN].md | /team-qa Phase 5 |
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.mdrequires 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 forconsistency-checkappending toactive.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 underproduction/,docs/ortests/, never an edit to existing source or config; (3) the phase that produced it is itself gated by anAskUserQuestionbefore 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).
Delegate to game-designer:
design/gdd/[feature].md from .claude/docs/templates/game-design-document.md, with ## Summary and the sections workflow requires (Phase 0) — at full: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteriaproduction/combat/[feature]-gdd-draft.mddesign/ is outside the bounded write exception above, so the game-designer
drafts and you write the GDD — the pattern /team-level and
/team-narrative use. At the Phase 1 decision point, present the draft and ask
via AskUserQuestion: "May I write the design document to
design/gdd/[feature].md?" Write it on approval; nothing is written under
design/ before that answer.
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
Then spawn the primary engine specialist to validate the proposed architecture:
If no engine is configured, skip the specialist spawn. Record Engine validation: NOT ASSESSED — no engine configured (`engine.name` unset in `project.yaml`) in this run's output. A skipped check that says nothing is indistinguishable from a check that passed.
Use AskUserQuestion:
[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 laterOnly 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.)
Delegate in parallel:
production/combat/[feature]-audio-events.mdThe code, VFX and shader work is outside the bounded write exception: each of those agents first returns the files it will create or change, you ask once for the whole set, and they write only after a yes (File Write Protocol).
Gate: Use AskUserQuestion to present the integration result and confirm before proceeding to Phase 5.
Delegate to qa-tester:
First, verify the artifact. If the return contract named a path, check the path exists before treating the phase as done — a named artifact that is not on disk is a failed phase, however fluent the response reads. An agent can burn a full phase and return a plausible preamble having written nothing, which is neither BLOCKED nor an error nor "cannot complete", so the trigger below never fires. Resume it naming the unmet contract; the context is usually still there.
If any spawned agent returns BLOCKED, errors, or cannot complete: surface it
immediately, don't proceed past a dependency it blocks, and always produce a
partial report. A skipped agent's section stays a named gap — never fill it with content of your own. Full procedure: .claude/docs/error-recovery-protocol.md.
Common blockers:
/architecture-decision accept ADR-NNNN/create-storiesAll file writes (design drafts, implementation files, test cases) are
delegated to sub-agents spawned via Agent, under two rules:
production/, docs/ or tests/ — follow the bounded exception documented
above under "Why this does not violate the Collaboration Protocol": the path is
one you named, the artifact is new, and the phase is gated by an
AskUserQuestion. The sub-agent writes them without a per-write prompt.assets/ — are outside
that exception, as the agents' own files say. Each implementing agent first
returns the files it will create or change with a one-line summary each; ask
once for the whole set ("May I have [agents] write these [N] files?") and have
them write only after a yes. An edit to an existing file is always on that
list, never implied by the pre-Phase 3 gate.The one exception is the design document: the orchestrator writes
design/gdd/[feature].md itself, from the game-designer's draft, after its own
"May I write …?" prompt (Phase 1). It writes no other file.
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
Verdict: COMPLETE — combat feature designed, implemented, and validated.
If the engine validation was skipped (Phase 2, no engine configured), the verdict says so — never a plain COMPLETE:
Verdict: COMPLETE — engine validation NOT ASSESSED ([reason]) — combat feature designed, implemented, and validated; the engine specialist never reviewed the architecture.
Verdict: NEEDS WORK — every phase ran, but Phase 5 validation left failures or open bugs unresolved; the report lists each with its owner.
Verdict: BLOCKED — one or more phases could not complete, or an agent was skipped (.claude/docs/error-recovery-protocol.md step 5); partial report produced with unresolved items listed.
/code-review on the implemented combat code before closing stories./balance-check to validate combat formulas and tuning values./team-polish if VFX, audio, or performance polish is needed.© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/team-combat of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Team Combat next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Team Combat this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~4.7k | Automated safety check: Notes | MIT | |
| Co Op Game Intro Generatortl2012tl/comfyUI-llama-TE | 239 | 4 repos | ~2k | Automated safety check: Pass | None | |
| Team Combatpixel-cellar/Claude-Code-Game-Studios | 342 | — | ~484 | Automated safety check: Notes | MIT | |
| Team Audiopixel-cellar/Claude-Code-Game-Studios | 342 | — | ~444 | Automated safety check: Notes | MIT | |
| Narrative DesignerFerroxLabs/wayland | 608 | — | ~4.5k | Automated safety check: Pass | Apache-2.0 | |
| Roguelike DesignerFerroxLabs/wayland | 608 | — | ~3.2k | Automated safety check: Pass | Apache-2.0 |
tl2012tl/comfyUI-llama-TE
For users creating a two-player co-op game menu or opening animation.
pixel-cellar/Claude-Code-Game-Studios
编排战斗团队:协调 game-designer、gameplay-programmer、ai-programmer、technical-artist、sound-designer 和 qa-tester,端到端地设计、实现并验证战斗功能。
pixel-cellar/Claude-Code-Game-Studios
编排音频团队:audio-director + sound-designer + technical-artist + gameplay-programmer,覆盖从音频方向制定到落地的完整音频管线。
FerroxLabs/wayland
Game narrative design covering branching dialogue systems, world lore construction, environmental storytelling techniques, character arc design for interactive media, player agency and consequence…
FerroxLabs/wayland
Roguelike and roguelite game design expertise covering procedural generation algorithms, run-based progression, permadeath design philosophy, meta-progression systems, item and synergy design…
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate. Team Combat is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.
Team Combat fits situations like: tasks that involve Game design.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a claude-code`. Or copy the skill folder (.claude/skills/team-combat in Donchitos/Claude-Code-Game-Studios) into .claude/skills/team-combat in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a codex`. Or copy the skill folder (.claude/skills/team-combat in Donchitos/Claude-Code-Game-Studios) into .agents/skills/team-combat in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/team-combat, .gemini/skills/team-combat, .github/skills/team-combat and .opencode/skills/team-combat in your project.
Going by SKILL.md and its folder, Team Combat needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-combat/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.
Team Combat is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.7k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Team Combat: Co Op Game Intro Generator (tl2012tl/comfyUI-llama-TE, 239 stars), Team Combat (pixel-cellar/Claude-Code-Game-Studios, 342 stars), Team Audio (pixel-cellar/Claude-Code-Game-Studios, 342 stars) and Narrative Designer (FerroxLabs/wayland, 608 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.