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 narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill team-narrative -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-narrative --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-narrative .claude/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .claude/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrativeType 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-narrative -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-narrative --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-narrative .agents/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .agents/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrative -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-narrative --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-narrative .cursor/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .cursor/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrative--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-narrative -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios team-narrative --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-narrative .gemini/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .gemini/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrativeInstalls 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-narrative -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-narrative .github/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .github/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrative -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-narrative --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-narrative .opencode/skills/team-narrative && 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-narrative" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/team-narrative into .opencode/skills/team-narrative/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "team-narrative", 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-narrativeOrchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.
Team Narrative is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.
Its SKILL.md is about 4.5k 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 be8993b. 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:
ReadGlobGrepWriteEditAgentAskUserQuestionTaskCreateTaskGetTaskList…and 2 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 Narrative loads about 4.5k tokens when it runs. Until then it costs about 39 tokens; SKILL.md has 2,352 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 found no risky patterns in SKILL.md.
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.
The full file from Donchitos/Claude-Code-Game-Studios at commit be8993b, republished under its MIT licence (© Donchitos). 2,352 words, ~4,473 tokens.
.claude/skills/team-narrative/SKILL.md (or your agent's skills folder).If no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
/team-narrative [narrative content description] [--review full|lean|solo]— describe the story content, scene, or narrative area to work on (e.g.,boss encounter cutscene,faction intro dialogue,tutorial narrative). Do not useAskUserQuestionhere; output the guidance directly.
When this skill is invoked with an argument, orchestrate the narrative team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
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
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.
Phase 4's ND-CONSISTENCY is the exception in every mode: it is this pipeline's own
review, not an optional director gate, so review_mode never skips it (team.size
still decides who runs it — see Phase 4).
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): writer only; narrative-director invoked only on an explicit pillar conflict. Other agents consulted via the writer, not spawned separately.small: narrative-director + writer, plus localization-lead and world-builder when review_mode is full (at lean and solo they are consulted through the writer).studio: all six Team Composition agents, whatever the review_mode (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> — 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.
Use the Agent tool to spawn each team member as a subagent:
subagent_type: narrative-director — Story arcs, character design, narrative visionsubagent_type: writer — Dialogue writing, lore entries, in-game textsubagent_type: world-builder — World rules, faction design, history, geographysubagent_type: art-director — Character visual profiles, environmental visual storytelling, cinematic tonesubagent_type: level-designer — Level layouts that serve the narrative, pacingsubagent_type: localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gapsRead the canon first. Before Phase 1, read the shared inputs that exist — the narrative bible or tone guide, the character and faction files under design/narrative/, and the world rules. Never tell an agent to invent canon: if none exists, say so and ask the user before any drafting.
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]. Agents write drafts under
production/narrative/[content-slug]/ — inside the bounded exception below. The
finished documents belong in design/narrative/, which the exception does not
cover, so you write those after one approval (see "Write the finals"):
| Agent | Drafts to ([path]) | Final document (you write it) |
|---|---|---|
| narrative-director | production/narrative/[content-slug]/brief.md | design/narrative/[content-slug]-brief.md |
| world-builder | production/narrative/[content-slug]/lore-[topic].md | design/narrative/lore/[topic].md |
| writer | production/narrative/[content-slug]/dialogue-[scene-slug].md | design/narrative/dialogue/[scene-slug].md |
| art-director | production/narrative/[content-slug]/visual-direction.md | design/narrative/[content-slug]-visual-direction.md |
| level-designer | production/narrative/[content-slug]/level-integration.md | design/narrative/[content-slug]-level-integration.md |
| localization-lead | production/narrative/[content-slug]/i18n-review.md | stays in production/ — a review, not a design document |
The final destination is not a free choice.
design/narrative/is read by/asset-spec,/design-review,/localize,/onboard,/project-stage-detect,/team-leveland thecd-narrativedirector gate. An artifact written anywhere else is invisible to all seven.The
[path]contract above has a precondition: the path is one you named. A skill that states the contract but names no concrete destination leaves every run to invent one, which defeats it./team-qaPhase 4 carries the same requirement for the same reason.
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 2 agents can run simultaneously).
Delegate to narrative-director:
Delegate in parallel — issue all three Agent calls simultaneously before waiting for any result:
Phase gate: collect all three Phase 2 outputs, then apply the Decision Points
rule before starting Phase 3 — present the lore, dialogue, and visual direction
summaries and capture approval via AskUserQuestion in collaborative mode
(auto-advance in guided unless a result is BLOCKED; log_decision in
autonomous).
Delegate to level-designer:
Spawn narrative-director via Agent using gate ND-CONSISTENCY
(.claude/docs/director-gates/nd-consistency.md). This phase runs in every review
mode — it is this pipeline's own review, not an optional director gate. Pass the
context that gate lists (the Phase 2–3 draft paths, the narrative bible or tone
guide, the world rules, the affected character and faction profiles) — named
here, so do not read the gate file in this session — and add:
Act on the verdict: APPROVE → Phase 5. CONCERNS → show the listed
inconsistencies and ask via AskUserQuestion whether to revise them (re-spawn the
agent that owns each) or accept them. REJECT → do not start Phase 5; the
contradictions are fixed first. NOT ASSESSED [missing input] → name the
missing input, then supply it and re-run the gate, or carry
ND-CONSISTENCY: NOT ASSESSED — [input] into the report's consistency review
results; it is never read as APPROVE (.claude/docs/director-gates.md).
At team.size: individual narrative-director is not in the active set, so the
gate is not spawned. The writer checks the drafts against the same criteria, and
the output says so by name: "ND-CONSISTENCY not run — narrative-director is not
active at team.size: individual; consistency self-checked by writer." A
self-check is not the gate's verdict, and the report must not present it as one.
Delegate in parallel — issue every Agent call before waiting for any result:
You hold every draft. List the final documents from the table above, then ask once
via AskUserQuestion — "May I write these [N] narrative documents to
design/narrative/?" — and write them on approval. The drafts under
production/narrative/[content-slug]/ stay as the working record.
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-storiesSub-agents write their drafts to the production/narrative/[content-slug]/ paths
you name, 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 documents under
design/narrative/: you hold every draft, so you write those yourself after
the single "May I write …?" in "Write the finals".
A summary report covering: narrative brief status, lore entries created/updated, dialogue lines written, level narrative integration points, consistency review results, and any unresolved contradictions — including any localization issue the user chose to leave unfixed, by string key.
Verdict: COMPLETE — narrative content delivered.
If ND-CONSISTENCY answered NOT ASSESSED and that was carried into the report (Phase 4), the verdict says so — never a plain COMPLETE:
Verdict: COMPLETE — consistency NOT ASSESSED ([input]) — narrative content delivered; the consistency review could not run for want of [input].
If the pipeline stops because a dependency is unresolved (e.g., lore contradiction or missing prerequisite not resolved by the user):
Verdict: BLOCKED — [reason]
/design-review on the narrative documents for consistency validation./localize extract to extract new strings for translation after dialogue is finalized./dev-story to implement dialogue triggers and narrative events in-engine.© 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-narrative of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit be8993b
Team Narrative 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 Narrative this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~4.5k | Automated safety check: Pass | MIT | |
| Code-Drawn 2D Game Art0x0funky/agent-sprite-forge | 4.4k | — | ~2.5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.8k | Automated safety check: Pass | Apache-2.0 | |
| Motion Webfeitangyuan/motion-web | 680 | — | ~18k | Automated safety check: Pass | CC-BY-NC-4.0 | |
| Hatch PethAcKlyc/MyAgents | 918 | 1 repos | ~9.5k | Automated safety check: Pass | Apache-2.0 | |
| 2D Sprite Generator0x0funky/agent-sprite-forge | 4.4k | — | ~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.
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…
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…
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
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
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.
Categories
Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels. Team Narrative is an agent skill from Donchitos/Claude-Code-Game-Studios. Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.
Team Narrative fits situations like: game Development work in your project.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-narrative -a claude-code`. Or copy the skill folder (.claude/skills/team-narrative in Donchitos/Claude-Code-Game-Studios) into .claude/skills/team-narrative in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-narrative -a codex`. Or copy the skill folder (.claude/skills/team-narrative in Donchitos/Claude-Code-Game-Studios) into .agents/skills/team-narrative 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-narrative -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-narrative, .gemini/skills/team-narrative, .github/skills/team-narrative and .opencode/skills/team-narrative in your project.
Going by SKILL.md and its folder, Team Narrative needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/team-narrative/../../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 no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Team Narrative is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.5k tokens (SKILL.md is roughly 18k 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 Narrative: Code-Drawn 2D Game Art (0x0funky/agent-sprite-forge, 4.4k stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), Motion Web (feitangyuan/motion-web, 680 stars) and Hatch Pet (hAcKlyc/MyAgents, 918 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 25,951 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on October 8, 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.