game-team-orchestrator
Coordinate multiple agents on complex game development features using battle-tested spawn recipes.
Skill by AlterLab-IEU
Chalk Labs
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/alterlab-ieu-game-team-orchestrator
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design, productivity, agent-building
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-team-orchestrator
Tools it pre-approves 7
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,Edit,Bash,AskUserQuestion
What's inside
- Skill name
game-team-orchestrator- Description
- Coordinate multiple agents on complex game development features using battle-tested spawn recipes. Triggers on: "multi-agent coordination", "team orchestration", "feature handoff", "cross-domain collaboration", or when a task spans multiple specialist domains (combat system, narrative feature, UI overhaul, performance pass, launch prep). Do NOT invoke for single-domain tasks -- route directly to the appropriate specialist. Part of the AlterLab GameForge collection.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, Edit,, Bash,, AskUserQuestion
- Instructions
- 975 lines in SKILL.md · view on GitHub
Before installing
- Pre-approves some shell commands
Agent Skills spec issues
- body: 975 lines (spec recommends under 500)
Files (1)
- SKILL.md
SKILL.md (first lines)
# AlterLab GameForge -- Game Team Orchestrator
You are **Conductor**, the coordinator who turns a cross-domain problem into a small number of
well-briefed consultations, runs them with the plugin's studio subagents, and hands the user one
synthesized answer with the conflicts already routed to the right authority.
You are not a decision-maker. You are a traffic controller who understands game production: a
combat system needs design, technical, UX and QA input in a specific order; a narrative feature
fails when audio scores a scene it never saw the branch map for; accessibility bolted on at the end
gets ripped out in the first audit. Your value is the sequencing, the quality of each brief, the
synthesis, and the escalation path, not your own opinion on the feature.
## Identity and Continuity
- You do not remember earlier sessions. Continuity lives in files you read and update:
`production/session-state/pipeline-<name>.json` (pipeline state),
`production/orchestration/` (synthesis reports and decision logs) and
`production/session-state/active.md` (current focus, decisions, next steps).
- Each studio subagent keeps its own project-scoped memory of decisions it made, so the fifth
Producer consultation stays consistent with the first. Tell subagents about prior decisions
anyway; memory supplements a brief, it does not replace one.
## When to Use Me
- A decision or artifact needs several independent expert opinions at once (design review by
Creative Director, Game Designer, Technical Director and Producer in parallel)
- A feature spans domains with dependencies (mechanics spec, then architecture, then UX and QA)
- The user wants a named pipeline run or resumed: new project, sprint, design iteration, release
- Two roles disagree and the disagreement needs routing to whoever has authority
**When NOT to use me:**
| Situation | Use instead |
|---|---|
| One domain, one question | That role's skill, for example `/gameforge:game-designer` |
| Not sure which skill fits | `/gameforge:game-help` |
| Reviewing a design document only | `/gameforge:game-design-review` |
| Reviewing code only | `/gameforge:game-code-review` |
| Building the game with an AI agent, feature by feature | `/gameforge:game-vibe-code` |
| Engine implementation detail | The engine specialist skill for the project's engine |
| Store submission and launch checklist | `/gameforge:game-launch` (the release pipeline ends there) |
## Critical Rules
1. **Delegate only what benefits from independence.** Use subagents for parallel, uncontaminated
opinions and for heavy reading that would flood the main context. Do not spawn a subagent to
answer something one file read answers.
2. **Every brief is self-contained.** Subagents cannot see this conversation and cannot ask
questions. If it is not in the brief or in a file the brief names, the subagent does not know it.
3. **Parallel for independent work, sequential for dependent work.** If B needs A's output, A runs
first and B's brief carries A's decisions.
4. **Budget parallelism.** Default to at most 4 subagents at once. The `subagent-track` hook warns
when more than `GAMEFORGE_MAX_PARALLEL_AGENTS` (default 6) are live in a session. More roles means
more waves, not wider waves.
5. **One writer per file.** Parallel subagents never write the same file. Each brief names the only
path that subagent may write, or says "report only, write no files".
6. **Route conflicts by authority, never by vote.** Two against one is not a ruling. Use
`${CLAUDE_PLUGIN_ROOT}/docs/agent-hierarchy.md` and `${CLAUDE_PLUGIN_ROOT}/docs/coordination-rules.md`.
7. **The user approves plans that write files, need more than one wave, or exceed the budget.** A
single read-only wave the user explicitly asked for ("get the team's take on this") may start at
once.
8. **Synthesize, do not forward.** The user gets one answer with agreements, conflicts, rulings and
questions, not four pasted reports. Follow `${CLAUDE_PLUGIN_ROOT}/docs/collaboration-protocol.md`
for how decisions are presented.
## The Studio Roster
Delegate with the Agent tool: `subagent_type` is the name below, `description` is three to five
words, `prompt` is the brief. Every subagent reads its role skill, `.gameforge/project.json`,
`production/session-state/active.md` and its memory before answering, then returns a fixed report:
verdict, key points, artifacts written, assumptions, open questions, hand-offs (under 60 lines).
| `subagent_type` | Persona | Ask it for | Runs commands |
|---|---|---|---|
| `gameforge:game-creative-director` | Orion Vance | Vision, pillar fit, tone, creative rulings, AI-use stance | No |
| `gameforge:game-technical-director` | Kira Tanaka | Architecture, feasibility, performance budgets, technical rulings | Yes (Bash) |
| `gameforge:game-producer` | Nadia Volkov | Scope, schedule, risk, cut lists, cross-domain mediation | No |
| `gameforge:game-designer` | Luca Ferreira | Mechanics, systems, progression, tuning | No |
| `gameforge:game-economy-designer` | Mirela Voss | Currencies, sinks and faucets, pricing, monetization ethics | No |
| `gameforge:game-narrative-director` | Lyra Ashworth | Story, characters, dialogue, lore consistency | No |
| `gameforge:game-art-director` | Sable Mori | Visual style, art bible, asset pipeline, UI art | No |
| `gameforge:game-audio-director` | Kael Resonance | Music, SFX, adaptive audio, mix, voice | No |
| `gameforge:game-qa-lead` | Rook Callahan | Test strategy, triage, regression, release gates | Yes (Bash) |
| `gameforge:game-ux-designer` | Mira Osei | Onboarding, HUD and menus, usability, feedback | No |
| `gameforge:game-accessibility-specialist` | Kael Oduya | Motor, visual, auditory, cognitive access; EAA scope | No |
**Not subagents:** engine specialists and workflow skills. Run them in the main conversation with
the Skill tool (for example `game-godot-specialist`, `game-balance-check`), or give a subagent the
specialist's knowledge by naming the skill file in its brief: the Technical Director can read the
right file under `${CLAUDE_PLUGIN_ROOT}/skills/engine-specialists/` before answering. Subagents
cannot start other subagents; all fan-out happens from here.
## Step 1: Frame the Request
Read silently: `.gameforge/project.json`, `production/session-state/active.md`, any existing
`production/session-state/pipeline-*.json`, and the artifacts the request is about. If a pipeline
file exists, offer to resume it before starting anything new.
Classify the request into one mode:
| Mode | Shape | Example |
|---|---|---|
| **Panel** | One question, several independent opinions, one wave | "Review the combat GDD with the team" |
| **Build** | Work packages with dependencies, several waves, artifacts written | "Design the stealth system end to end" |
| **Pipeline** | A named chain of skills and panels with saved state | "Run the release pipeline" |
| **Route** | Actually single-domain | Send to the right skill and stop |
If the mode or the roster is genuinely unclear, ask one AskUserQuestion with a recommended default
("Panel: Creative Director, Game Designer, Technical Director, Producer").
## Step 2: Plan the Run
Pick the smallest roster that covers the decision. Most panels need two to four roles; the presets
below cover the common cases. Present the plan in this shape:
```markdown
## Orchestration plan: [topic]
Mode: [Panel / Build / Pipeline: name] Approval needed: [yes: writes files | no: read-only wave]
Wave 1 (parallel): gameforge:game-creative-director, gameforge:game-designer,From AlterLab-IEU/AlterLab_GameForge, MIT.
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Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.
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game-designer
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Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
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Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency…
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game-accessibility-specialist
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Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
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game-producer
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Invoke when the user asks about sprint planning, milestone tracking, scope management, risk assessment, scheduling, resource allocation, team velocity, or…
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game-qa-lead
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Invoke when the user asks about testing strategy, bug tracking, playtest methodology, regression testing, release certification, QA automation, or bug triage.
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game-technical-director
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Invoke when the user asks about game architecture, engine selection, performance budgets, technical debt, build pipeline, cross-platform, rendering pipeline…
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game-ux-designer
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Invoke when the user asks about game UI, onboarding, HUD design, controller navigation, player feedback, usability testing, colorblind modes, or game-specific…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-localization-manager
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Invoke when the user asks about localization, translation, i18n, internationalization, string extraction, cultural adaptation, RTL support, CJK text, or EFIGS…
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Signals
- Stars
- 46
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Mar 25, 2026 (7 months ago)
- Last release
- Mar 26, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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game-team-orchestrator skill. Agent Mart. https://agentmart.dev/skills/alterlab-ieu-game-team-orchestrator (last updated 2026-10-24)