Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
This is the Codex-adapted version of the original workflow. Use only .codex/ runtime assets when following it.
Arguments: [level name or area to design]
When this skill is invoked:
Decision Points: At each step transition, use request_user_input to present
the user with the subagent's proposals as selectable options. apply_patch the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
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.mddesign/gdd/game-pillars.mddesign/levels/design/narrative/Use the spawn_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: qa-tester — Test cases, boundary testing, playtest checklistAlways provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
Spawn the narrative-director agent to:
Spawn the world-builder agent to:
Spawn the level-designer agent to:
Spawn the systems-designer agent to:
Spawn the art-director agent to:
Spawn the qa-tester agent to:
Compile the level design document combining all team outputs into the level design template format.
Save to design/levels/[level-name].md.
Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.