Code-Drawn 2D Game Art
0x0funky/agent-sprite-forge
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-level -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-level --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-level .claude/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .claude/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-levelType 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-level -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-level --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-level .agents/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .agents/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-level -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-level --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-level .cursor/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .cursor/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-level--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-level -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-level --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-level .gemini/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .gemini/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-levelInstalls 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-level -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-level .github/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .github/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-level -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-level --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-level .opencode/skills/team-level && 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-level" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-level into .opencode/skills/team-level/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-level", 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-levelOrchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
Team Level is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
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. 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 Level loads about 4.7k tokens when it runs. Until then it costs about 41 tokens; SKILL.md has 2,484 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). 2,484 words, ~4,678 tokens.
.claude/skills/team-level/SKILL.md (or your agent's skills folder).If no argument is provided, output usage guidance and exit without spawning any agents or reading any design files:
Usage:
/team-level [level name or area to design] [--review full|lean|solo]— specify the level or area to design (e.g.,forest temple,tutorial village,final boss arena). Do not useAskUserQuestionhere; output the guidance directly.
When this skill is invoked:
Decision Points: At each step 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 step.
In guided mode the pipeline advances automatically unless a step is BLOCKED;
in autonomous mode it runs end to end, recording each step 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
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.
team.size: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
individual (default): level-designer only. Other agents consulted via the level-designer, not spawned separately.small: + systems-designer + art-director + qa-tester.studio: + narrative-director + world-builder + accessibility-specialist (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 Step 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.
Read the argument for the target level or area (e.g., tutorial,
forest dungeon, hub town, final boss arena).
Gather context:
design/gdd/game-concept.md — or design/game-brief.md,
the one-page brief that replaces it at rigor: minimal — if either existsdesign/gdd/game-pillars.mddesign/levels/design/narrative/Use the Agent tool to spawn each team member as a subagent:
subagent_type: narrative-director — Narrative purpose, characters, emotional arcsubagent_type: world-builder — Lore context, environmental storytelling, world rulessubagent_type: level-designer — Spatial layout, pacing, encounters, navigationsubagent_type: systems-designer — Enemy compositions, loot tables, difficulty balancesubagent_type: art-director — Visual theme, color palette, lighting, asset requirementssubagent_type: accessibility-specialist — Navigation clarity, colorblind safety, cognitive loadsubagent_type: qa-tester — Test cases, boundary testing, playtest checklistBrief 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]. Working artifacts go under
production/levels/[level-name]/, slugged as in the "Save to" step below. One
file per agent, so the parallel steps never share one:
| Step / agent | Writes to |
|---|---|
| 1 narrative-director | production/levels/[level-name]/narrative.md |
| 1 world-builder | production/levels/[level-name]/lore.md |
| 1 art-director | production/levels/[level-name]/visual-direction.md |
| 2 level-designer | production/levels/[level-name]/layout.md |
| 3 systems-designer | production/levels/[level-name]/systems.md |
| 4 art-director | production/levels/[level-name]/production-concepts.md |
| 4 accessibility-specialist | production/levels/[level-name]/accessibility.md |
| 5 qa-tester | production/qa/test-cases/[level-name]-cases.md — test cases, edge cases, playtest checklist, acceptance criteria |
These are working drafts; the durable record is the level design document you
compile from them (design/levels/[level-name].md).
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.
Spawn all three agents simultaneously — issue all three Agent calls before waiting for any result.
Spawn the narrative-director agent to:
Spawn the world-builder agent to:
Spawn the art-director agent to:
design/art/art-bible.md if it exists — anchor all direction in the established art bibleThe art-director's visual targets from Step 1 must be passed to the level-designer in Step 2 as explicit constraints. Layout decisions happen within the visual direction, not before it.
Gate: Use AskUserQuestion to present all three Step 1 outputs (narrative brief, lore foundation, visual direction targets) and confirm before proceeding to Step 2.
Spawn the level-designer agent with the full Step 1 output as context:
The level-designer should:
Adjacent area dependency check: After the layout is produced, check design/levels/ for each adjacent area referenced by the level-designer. If any referenced area's .md file does not exist, surface the gap:
"Level references [area-name] as an adjacent area but
design/levels/[area-name].mddoes not exist."
Use AskUserQuestion with options:
/team-level [area-name] first to establish that areaDo NOT invent content for the missing adjacent area.
Gate: Use AskUserQuestion to present Step 2 layout (including any unresolved adjacent area dependencies) and confirm before proceeding to Step 3.
Spawn the systems-designer agent to:
Gate: Use AskUserQuestion to present Step 3 outputs and confirm before proceeding to Step 4.
Note: The art-director's directional pass (visual theme, color targets, mood) happened in Step 1. This pass is location-specific production concepts — given the finalized layout, what does each specific space look like?
Spawn the art-director agent with the finalized layout from Step 2:
Spawn the accessibility-specialist agent in parallel to:
Wait for both agents to return before proceeding.
Gate: Use AskUserQuestion to present both Step 4 results. If the accessibility-specialist returned any BLOCKING concerns, highlight them prominently and offer:
Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.
Spawn the qa-tester agent to:
The orchestrator already holds every sub-agent's output — compile the document
itself; do not re-spawn level-designer and re-send all outputs verbatim. That
second spawn pays a fresh agent's overhead plus a full re-transmission of context
the orchestrator already has, to move text it is already holding. After compiling
into the level-design template format, ask the user directly via
AskUserQuestion: "May I write the compiled level design to
design/levels/[level-name].md?" On approval, write it.
Save to design/levels/[level-name].md after that approval.
[level-name] is the argument as a slug — lowercase, spaces → hyphens
(forest dungeon → forest-dungeon.md) — and [area-name] in the adjacent
area check is slugged the same way.
Output a summary with: area overview, encounter count, estimated asset list, narrative beats, any cross-team dependencies or open questions, open cross-level dependencies (adjacent areas referenced but not yet designed, each marked UNRESOLVED), and accessibility concerns with their resolution status.
Per-agent artifacts (narrative docs, test checklists) are written by the
sub-agent that produced them, under the bounded exception documented above
under "Why this does not violate the Collaboration Protocol" — the path is one
you named, the artifact is new under production/, docs/ or tests/, and the
phase is gated by an AskUserQuestion. A sub-agent does not prompt per write
inside those bounds; outside them it must ask. The one exception is the final
compiled level-design document: the
orchestrator already holds every input, so it compiles and writes that file
itself after its own "May I write …?" prompt (Step 4) — re-spawning an agent
just to write text the orchestrator is already holding is pure overhead.
Verdict: COMPLETE — level design document produced and all team outputs compiled.
Verdict: BLOCKED — one or more agents blocked, or an agent was skipped (.claude/docs/error-recovery-protocol.md step 5); partial report produced with unresolved items listed.
/design-review design/levels/[level-name].md to validate the completed level design doc./dev-story to implement level content once the design is approved./qa-plan to generate a QA test plan for this level.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-stories© 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-level of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Team Level 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 Level this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~4.7k | Automated safety check: Notes | MIT | |
| Code-Drawn 2D Game Art0x0funky/agent-sprite-forge | 4.3k | — | ~2.5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.5k | Automated safety check: Pass | Apache-2.0 | |
| Hatch PethAcKlyc/MyAgents | 918 | 2 repos | ~9.5k | Automated safety check: Pass | Apache-2.0 | |
| Motion Webfeitangyuan/motion-web | 668 | — | ~18k | Automated safety check: Pass | CC-BY-NC-4.0 | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.3k | — | ~3.6k | Automated safety check: Pass | MIT |
0x0funky/agent-sprite-forge
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
hAcKlyc/MyAgents
Create, repair, validate, visually QA, and package MyAgents/Codex-compatible animated pets and pet spritesheets from character art, generated images, company or prospect brand cues, or visual…
feitangyuan/motion-web
Design and build motion-first creative websites — page design (structure, type scale, palette, spacing) plus interaction choreography: scroll animation, Framer Motion, GSAP, and light 3D via…
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
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 level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation. Team Level is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.
Team Level fits situations like: game Development work in your project.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-level -a claude-code`. Or copy the skill folder (.claude/skills/team-level in Donchitos/Claude-Code-Game-Studios) into .claude/skills/team-level in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-level -a codex`. Or copy the skill folder (.claude/skills/team-level in Donchitos/Claude-Code-Game-Studios) into .agents/skills/team-level 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-level -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-level, .gemini/skills/team-level, .github/skills/team-level and .opencode/skills/team-level in your project.
Going by SKILL.md and its folder, Team Level 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-level/../../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 Level 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 Level: Code-Drawn 2D Game Art (0x0funky/agent-sprite-forge, 4.3k stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), Hatch Pet (hAcKlyc/MyAgents, 918 stars) and Motion Web (feitangyuan/motion-web, 668 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 25,871 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.