Agent skill

Team Live Ops

by Donchitos in Donchitos/Claude-Code-Game-Studios

Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.

MITAuto-check: notesGame Development

Install Team Live Ops

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-live-ops -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios team-live-ops --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-live-ops .claude/skills/team-live-ops && rm -rf skills-src

Use ~/.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/

Facts

Skill name
team-live-ops
GitHub stars
26k
Token cost
~4.2k tokens
SKILL.md length
2,215 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.

  • Game Development work in your project
  • SKILL.md covers Phase 0: Resolve Config, Team Composition, How to Delegate and Pipeline, plus 5 more sections
  • Calls bash

What it does

Team Live Ops is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.

Its SKILL.md is about 4.2k 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.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/team-live-ops”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-live-ops/../../hooks/yaml-helper.sh" resolve_config *)

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Edit
    • Bash
    • Agent
    • AskUserQuestion
    • TaskCreate
    • TaskGet

    …and 3 more on the same allowed-tools line.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Team Live Ops loads about 4.2k tokens when it runs. Until then it costs about 40 tokens; SKILL.md has 2,215 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~40
When it runs · the whole SKILL.md, loaded when a task matches
~4.2k

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.

Safety

Auto-check: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NotePre-approves every shell command (allowed-tools: Bash)SKILL.md
    allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpda

Automated 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.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 2,215 words, ~4,212 tokens.

Download SKILL.mdSave it as .claude/skills/team-live-ops/SKILL.md (or your agent's skills folder).
name
team-live-ops
description
Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.
allowed-tools
Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-live-ops/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[season name or event description] [--review full|lean|solo]
user-invocable
true
model
sonnet

Argument check: If no season name or event description is provided, output:

"Usage: /team-live-ops [season name or event description] [--review full|lean|solo] — Provide the name or description of the season or live event to plan." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the live-ops team through a structured planning 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.

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): live-ops-designer + economy-designer. Other agents consulted via these two, not spawned separately.
  • small: + analytics-engineer + community-manager.
  • studio: + writer + narrative-director (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

  • live-ops-designer — Season structure, event cadence, retention mechanics, battle pass
  • economy-designer — Live economy balance, store rotation contents and prices (live-ops-designer sets its cadence), currency pricing, pity timers
  • analytics-engineer — Success metrics, A/B test design, event tracking, dashboard specs
  • community-manager — Player-facing announcements, event descriptions, seasonal messaging
  • narrative-director — Seasonal narrative theme, story arc, world event framing
  • writer — Event descriptions, reward item names, seasonal flavor text, announcement copy

How to Delegate

Use the Agent tool to spawn each team member as a subagent:

  • subagent_type: live-ops-designer — Season/event structure and retention mechanics
  • subagent_type: economy-designer — Live economy balance and reward pricing
  • subagent_type: analytics-engineer — Success metrics, A/B tests, event instrumentation
  • subagent_type: community-manager — Player-facing communication and messaging
  • subagent_type: narrative-director — Seasonal theme and narrative framing
  • subagent_type: writer — All player-facing text: event descriptions, item names, copy

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]. Working artifacts go under production/live-ops/[season-slug]/, where [season-slug] is the argument as a slug — lowercase, spaces → hyphens. One file per agent, so the parallel phases never share one:

Phase / agentWrites to
1 live-ops-designerproduction/live-ops/[season-slug]/brief.md
2 narrative-directorproduction/live-ops/[season-slug]/narrative.md
3 economy-designerproduction/live-ops/[season-slug]/economy.md
4 analytics-engineerproduction/live-ops/[season-slug]/analytics.md
5 narrative-directorproduction/live-ops/[season-slug]/narrative-text.md
5 writerproduction/live-ops/[season-slug]/copy.md
6 community-managerproduction/live-ops/[season-slug]/comms.md

These are working drafts; the final documents under design/live-ops/seasons/ are compiled from them (Output Documents).

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 (Phases 3 and 4 can run simultaneously).

Pipeline

Phase 1: Season/Event Scoping

Delegate to live-ops-designer:

  • Define the season or event: type (seasonal, limited-time event, challenge), duration, theme direction
  • Outline the content list: what's new (modes, items, challenges, story beats)
  • Define the retention hook: what brings players back daily/weekly during this season
  • Identify resource budget: how much new content needs to be created vs. reused
  • Output: season brief with scope, content list, and retention mechanic overview
Phase 2: Narrative Theme

Delegate to narrative-director:

  • Read the season brief from Phase 1
  • Design the seasonal narrative theme: how does this event connect to the game world?
  • Define the central story hook players will discover during the event
  • Identify which existing lore threads this season can advance
  • Output: narrative framing document (theme, story hook, lore connections)
Phase 3: Economy Design (parallel with Phase 4)

Delegate to economy-designer:

  • Read the season brief and existing economy rules from design/live-ops/economy-rules.md
  • Design the reward track: free tier progression, premium tier value proposition
  • Plan the in-season economy: seasonal currency, store rotation contents, pricing
  • Define pity timer mechanics and bad-luck protection for any random elements
  • Verify no pay-to-win items in premium track
  • Output: economy design doc with reward tables, pricing, and currency flow
Show full SKILL.md (892 more words)Show less
Phase 4: Analytics and Success Metrics (parallel with Phase 3)

Delegate to analytics-engineer:

  • Read the season brief
  • Define success metrics: participation rate target, retention lift target, battle pass completion rate
  • Design any A/B tests to run during the season (e.g., different reward cadences)
  • Specify new telemetry events needed for this season's content
  • Output: analytics plan with success criteria and instrumentation requirements
Phase 5: Content Writing (parallel)

Start only after both Phase 3 and Phase 4 results are collected. Delegate in parallel:

  • narrative-director (if needed): Write any in-game narrative text (cutscene scripts, NPC dialogue, world event descriptions) for the season
  • writer: Write all player-facing text — event names, reward item descriptions, challenge objective text, seasonal flavor text
  • Both should read the narrative framing doc from Phase 2
Phase 6: Player Communication Plan

Delegate to community-manager:

  • Read the season brief, economy design, and narrative framing
  • Draft the season launch announcement (tone, key highlights, platform-specific versions)
  • Plan the communication cadence: pre-launch teaser, launch day post, mid-season reminder, final week FOMO push
  • Draft known-issues section placeholder for day-1 patch notes
  • Output: communication calendar with draft copy for each touchpoint
Phase 7: Review and Sign-off

Collect outputs from all phases and present a consolidated season plan:

  • Season brief (Phase 1)
  • Narrative framing (Phase 2)
  • Economy design and reward tables (Phase 3)
  • Analytics plan and success metrics (Phase 4)
  • Written content inventory (Phase 5)
  • Communication calendar (Phase 6)

Present a summary to the user with:

  • Content scope: what is being created
  • Economy health check: does the reward track feel fair and non-predatory?
  • Analytics readiness: are success criteria defined and instrumented?
  • Ethics review: check the Phase 3 economy design against design/live-ops/ethics-policy.md
    • If the file does not exist: flag "ETHICS REVIEW SKIPPED: design/live-ops/ethics-policy.md not found. Economy design was not reviewed against an ethics policy. Recommend creating one before production begins." Include this flag in the season design output document. Add to next steps: create design/live-ops/ethics-policy.md.
    • If the file exists and a violation is found: flag "ETHICS FLAG: [element] in Phase 3 economy design violates [policy rule]. Approval is blocked until this is resolved." Do NOT issue a COMPLETE verdict or write output documents. Use AskUserQuestion with options: revise economy design / override with documented rationale / cancel. If user chooses to revise: re-spawn economy-designer to produce a corrected design, then return to Phase 7 review. If user selects Cancel: end with Verdict: BLOCKED — "Live ops design cancelled due to unresolved ethics violation. Resolve the flagged issues and re-run /team-live-ops."
  • Open questions: decisions still needed before production begins

Ask the user to approve the season plan before delegating to production teams. Issue the COMPLETE verdict only after the user approves and no unresolved ethics violations remain. If an ethics violation is unresolved, end with Verdict: BLOCKED.

Output Documents

All documents save to design/live-ops/ — but the orchestrator asks before writing them. design/ is NOT one of the three directories the bounded write exception covers (production/, docs/, tests/), so a sub-agent handed one of these paths must prompt. Do not widen the exception to silence that. Follow team-level's pattern instead: sub-agents write their working artifacts under production/, where the exception does reach them; you compile the final documents and ask via AskUserQuestion — "May I write the season plan to design/live-ops/…?" — writing them only on approval.

Paths:

  • seasons/S[N]_[name].md — Season design document (from Phase 1-3)
  • seasons/S[N]_[name]_analytics.md — Analytics plan (from Phase 4)
  • seasons/S[N]_[name]_comms.md — Communication calendar (from Phase 6)

Error Recovery Protocol

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.

If a BLOCKED state is unresolvable, end with Verdict: BLOCKED instead of COMPLETE.

File Write Protocol

Sub-agents write their working artifacts under production/, following 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 final documents under design/live-ops/ — season design, analytics plan, communication calendar — are the exception: the orchestrator compiles and writes them itself after its own "May I write …?" prompt (Output Documents above).

Output

A summary covering: season theme and scope, economy design highlights, success metrics, content list, communication plan, and any open decisions needing user input before production.

Verdict: COMPLETE — season plan produced and handed off for production.

Next Steps

  • Run /design-review on the season design document for consistency validation.
  • Run /sprint-plan to schedule content creation work for the season.
  • Run /team-release when the season content is ready to deploy.
  • If the run ended BLOCKED on an ethics flag: revise the economy design against design/live-ops/ethics-policy.md and re-run /team-live-ops; the three steps above wait for a COMPLETE plan.

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/team-live-ops of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit b21fa0f

Compare with similar skills

Team Live Ops 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.

Team Live Ops compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Team Live Ops this skillDonchitos/Claude-Code-Game-Studios26k—~4.2kAutomated safety check: NotesMIT
Code-Drawn 2D Game Art0x0funky/agent-sprite-forge4.3k—~2.5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
Hatch PethAcKlyc/MyAgents9182 repos~9.5kAutomated safety check: PassApache-2.0
Motion Webfeitangyuan/motion-web668—~18kAutomated safety check: PassCC-BY-NC-4.0
Antv L7antvis/L74.1k—~4.4kAutomated safety check: PassMIT

Similar skills

  • 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.

    4.3k GitHub stars~2.5k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Sprite Gen

    aldegad/sprite-gen

    Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.

    2.6k GitHub stars~4.5k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Hatch Pet

    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…

    918 GitHub starsUsed in 2 repos~9.5k tokens
    Game DevelopmentAuto-check passed
  • Motion Web

    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…

    668 GitHub stars~18k tokensUpdated 23 days ago
    Game DevelopmentAuto-check passed
  • Antv L7

    antvis/L7

    基于 WebGL 的大规模地理空间数据可视化引擎。适用于: (1) 创建交互式 WebGL 地图应用 (2) 可视化地理空间数据(点、线、面、热力图) (3) 构建位置数据驾驶舱 (4) 添加地图图层、交互和动画效果 (5) 处理并展示 GeoJSON、CSV 等空间数据

    4.1k GitHub stars~4.4k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • 2D Sprite Generator

    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.

    4.3k GitHub stars~3.6k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed

More from Donchitos/Claude-Code-Game-Studios

All 73 skills in this repo
  • Game Asset Audit

    Donchitos/Claude-Code-Game-Studios

    Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.

    26k GitHub stars~2k tokensUpdated 9 days ago
    Auto-check passed
  • Game Asset Spec Writer

    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.

    26k GitHub stars~5k tokensUpdated 9 days ago
    Auto-check passed
  • Game Balance Check

    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.

    26k GitHub stars~2.2k tokensUpdated 9 days ago
    Auto-check passed
  • Structured Bug Reports

    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.

    26k GitHub stars~2.5k tokensUpdated 9 days ago
    Auto-check: notes
  • Bug Triage

    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.

    26k GitHub stars~2.3k tokensUpdated 9 days ago
    Auto-check passed
  • Changelog Generator for Games

    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.

    26k GitHub stars~2.5k tokensUpdated 9 days ago
    Auto-check: notes

Questions about Team Live Ops

What does Team Live Ops do?

Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event. Team Live Ops is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the live-ops team — live-ops-designer, economy-designer, analytics-engineer, community-manager, writer — for a season or live event.

When should I use Team Live Ops?

Team Live Ops fits situations like: game Development work in your project.

How do I install Team Live Ops in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-live-ops -a claude-code`. Or copy the skill folder (.claude/skills/team-live-ops in Donchitos/Claude-Code-Game-Studios) into .claude/skills/team-live-ops in your project. Claude Code loads it when a task matches its description.

How do I install Team Live Ops in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-live-ops -a codex`. Or copy the skill folder (.claude/skills/team-live-ops in Donchitos/Claude-Code-Game-Studios) into .agents/skills/team-live-ops in your project. Codex loads it when a task matches its description.

Can I use Team Live Ops in Cursor, Gemini CLI or GitHub Copilot?

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-live-ops -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-live-ops, .gemini/skills/team-live-ops, .github/skills/team-live-ops and .opencode/skills/team-live-ops in your project.

What does Team Live Ops need to run?

Going by SKILL.md and its folder, Team Live Ops 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-live-ops/../../hooks/yaml-helper.sh" resolve_config *).

Does Team Live Ops access the network?

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.

Is Team Live Ops safe to install?

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.

What licence does Team Live Ops use?

Team Live Ops is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Team Live Ops use?

About 4.2k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Team Live Ops?

Skills that share tags, products or a category with Team Live Ops: 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.

Who maintains Team Live Ops?

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.