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Agent Skill · 研究检索

team-level(团队层面)

team-level 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

team-level 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 43,703。

总安装 964周安装 41GitHub Stars 16,634下载 338核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:team-level(团队层面)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/team-level
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-level
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-level

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

适用于团队层级分析、组织结构研究或权限分级等场景。支持多宿主环境,便于在不同 AI 工具间迁移使用。

来源仓库内路径:skills/team-level

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/donchitos/claude-code-game-studios --skill tea…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

team-level 怎么安装?

在终端执行 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-level。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

team-level 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

team-level 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-level 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

team-level 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

team-level 用的人多吗?

公开数据是累计安装 964 次,近一周安装 41 次,下载 338 次,GitHub 16,634 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

team-level 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 16,634 星,维护活跃度相对可查。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
team-level

团队层面 · 本页

96416,634执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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. The user must approve before moving to the next step.

  1. Read the argument for the target level or area (e.g., tutorial, forest dungeon, hub town, final boss arena).
  2. Gather context:

- Read the game concept at design/gdd/game-concept.md - Read game pillars at design/gdd/game-pillars.md - Read existing level docs in design/levels/ - Read relevant narrative docs in design/narrative/ - Read world-building docs for the area's region/faction

How to Delegate

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

  • subagent_type: narrative-director — Narrative purpose, characters, emotional arc
  • subagent_type: world-builder — Lore context, environmental storytelling, world rules
  • subagent_type: level-designer — Spatial layout, pacing, encounters, navigation
  • subagent_type: systems-designer — Enemy compositions, loot tables, difficulty balance
  • subagent_type: art-director — Visual theme, color palette, lighting, asset requirements
  • subagent_type: accessibility-specialist — Navigation clarity, colorblind safety, cognitive load
  • subagent_type: qa-tester — Test cases, boundary testing, playtest checklist

Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).

  1. Orchestrate the level design team in sequence:

Step 1: Narrative + Visual Direction (narrative-director + world-builder + art-director, parallel)

Spawn all three agents simultaneously — issue all three Task calls before waiting for any result.

Spawn the narrative-director agent to:

  • Define the narrative purpose of this area (what story beats happen here?)
  • Identify key characters, dialogue triggers, and lore elements
  • Specify emotional arc (how should the player feel entering, during, leaving?)

Spawn the world-builder agent to:

  • Provide lore context for the area (history, faction presence, ecology)
  • Define environmental storytelling opportunities
  • Specify any world rules that affect gameplay in this area

Spawn the art-director agent to:

  • Establish visual theme targets for this area — these are INPUTS to layout, not outputs of it
  • Define the color temperature and lighting mood for this area (how does it differ from adjacent areas?)
  • Specify shape language direction (angular fortress? organic cave? decayed grandeur?)
  • Name the primary visual landmarks that will orient the player
  • Read design/art/art-bible.md if it exists — anchor all direction in the established art bible

The 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.

Step 2: Layout and Encounter Design (level-designer)

Spawn the level-designer agent with the full Step 1 output as context:

  • Narrative brief (from narrative-director)
  • Lore foundation (from world-builder)
  • Visual direction targets (from art-director) — layout must work within these targets, not contradict them

The level-designer should:

  • Design the spatial layout (critical path, optional paths, secrets) — ensuring primary routes align with the visual landmark targets from Step 1
  • Define pacing curve (tension peaks, rest areas, exploration zones) — coordinated with the emotional arc from narrative-director
  • Place encounters with difficulty progression
  • Design environmental puzzles or navigation challenges
  • Define points of interest and landmarks for wayfinding — these must match the visual landmarks the art-director specified
  • Specify entry/exit points and connections to adjacent areas

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].md does not exist."

Use AskUserQuestion with options:

  • (a) Proceed with a placeholder reference — mark the connection as UNRESOLVED in the level doc and list it in the open cross-level dependencies section of the summary report
  • (b) Pause and run /team-level [area-name] first to establish that area

Do 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.

Step 3: Systems Integration (systems-designer)

Spawn the systems-designer agent to:

  • Specify enemy compositions and encounter formulas
  • Define loot tables and reward placement
  • Balance difficulty relative to expected player level/gear
  • Design any area-specific mechanics or environmental hazards
  • Specify resource distribution (health pickups, save points, shops)

Gate: Use AskUserQuestion to present Step 3 outputs and confirm before proceeding to Step 4.

Step 4: Production Concepts + Accessibility (art-director + accessibility-specialist, parallel)

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:

  • Produce location-specific concept specs for key spaces (entrance, key encounter zones, landmarks, exits)
  • Specify which art assets are unique to this area vs. shared from the global pool
  • Define sight-line and lighting setups per key space (these are now layout-informed, not directional)
  • Specify VFX needs that are specific to this area's layout (weather volumes, particles, atmospheric effects)
  • Flag any locations where the layout creates visual direction conflicts with the Step 1 targets — surface these as production risks

Spawn the accessibility-specialist agent in parallel to:

  • Review the level layout for navigation clarity (can players orient themselves without relying on color alone?)
  • Check that critical path signposting uses shape/icon/sound cues in addition to color
  • Review any puzzle mechanics for cognitive load — flag anything that requires holding more than 3 simultaneous states
  • Check that key gameplay areas have sufficient contrast for colorblind players
  • Output: accessibility concerns list with severity (BLOCKING / RECOMMENDED / NICE TO HAVE)

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:

  • (a) Return to level-designer and art-director to redesign the flagged elements before Step 5
  • (b) Document as a known accessibility gap and proceed to Step 5 with the concern explicitly logged in the final report

Do NOT proceed to Step 5 without the user acknowledging any BLOCKING accessibility concerns.

Step 5: QA Planning (qa-tester)

Spawn the qa-tester agent to:

  • Write test cases for the critical path
  • Identify boundary and edge cases (sequence breaks, softlocks)
  • Create a playtest checklist for the area
  • Define acceptance criteria for level completion
  1. Compile the level design document combining all team outputs into the level design template format.
  2. Save to design/levels/[level-name].md.
  3. 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.

File Write Protocol

All file writes (level design docs, narrative docs, test checklists) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.

Verdict: COMPLETE — level design document produced and all team outputs compiled. Verdict: BLOCKED — one or more agents blocked; partial report produced with unresolved items listed.

Next Steps

  • Run /design-review design/levels/[level-name].md to validate the completed level design doc.
  • Run /dev-story to implement level content once the design is approved.
  • Run /qa-plan to generate a QA test plan for this level.

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:

- Skip this agent and note the gap in the final report - Retry with narrower scope - Stop here and resolve the blocker first

  1. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.

Common blockers:

  • Input file missing (story not found, GDD absent) → redirect to the skill that creates it
  • ADR status is Proposed → do not implement; run /architecture-decision first
  • Scope too large → split into two stories via /create-stories
  • Conflicting instructions between ADR and story → surface the conflict, do not guess

平台分布

Claude

34.06%
按下载量换算115

Codex

33.76%
按下载量换算114

Cursor

17.92%
按下载量换算61

Gemini CLI

8.69%
按下载量换算29

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-level 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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