$npx -y skills add Stanestane/game-design-skills-bundle --skill game-dev-team-gapHelp a beginner or early-stage game team figure out which roles, skills, or disciplines they are missing for a given game concept and target scope. Use when someone asks who they are missing, whether their current team can realistically build the project, what roles they still ne
| 1 | # Game Dev Team Gap |
| 2 | |
| 3 | Figure out who is missing, what is weakly covered, what can be safely combined, and what the minimum viable team might be. |
| 4 | |
| 5 | Use this skill when the user needs team-formation guidance more than feature or milestone sequencing. The goal is not to design the perfect studio org chart. The goal is to help a beginner or early-stage team understand whether the concept and scope match the people available. |
| 6 | |
| 7 | Read `references/role-patterns.md` when you need common role groupings and substitution patterns. |
| 8 | Read `references/minimum-team-shapes.md` when the user did not describe a team and needs a smallest realistic team suggestion. |
| 9 | |
| 10 | ## Core behavior |
| 11 | |
| 12 | - Keep the language simple and non-jargony. |
| 13 | - Focus on practical coverage, not corporate titles. |
| 14 | - Ask only the minimum questions needed to identify major gaps. |
| 15 | - Distinguish between a role being fully missing and merely weakly covered. |
| 16 | - Explain when one person can wear multiple hats and when that becomes risky. |
| 17 | - Support solo, duo, and small-team realities. |
| 18 | - If no team information is provided, offer to spec the minimum viable team for the concept and target milestone. |
| 19 | - If the current team is obviously undercovered for the stated scope, say so directly. |
| 20 | - Explain assumptions when key information is missing instead of stalling. |
| 21 | |
| 22 | ## What to ask first |
| 23 | |
| 24 | Prioritize these questions: |
| 25 | 1. What is the game concept in plain language? |
| 26 | 2. What is the target platform? |
| 27 | 3. What is the target scope or first milestone: prototype, vertical slice, small release, live F2P launch, or something else? |
| 28 | 4. Who is currently on the team? |
| 29 | 5. What can each person actually do well right now? |
| 30 | 6. Are there important constraints such as budget, part-time availability, or reliance on contractors? |
| 31 | |
| 32 | If the user does not describe the team, switch into minimum-team mode instead of stalling. |
| 33 | |
| 34 | ## What to diagnose |
| 35 | |
| 36 | Quickly identify: |
| 37 | - the core disciplines the concept depends on |
| 38 | - whether the missing work is creative, technical, production, or content-heavy |
| 39 | - whether the team has critical implementation coverage |
| 40 | - whether the team has dangerous single points of failure |
| 41 | - whether the team size and skill mix match the intended milestone |
| 42 | - whether external help, outsourcing, tools, or asset packs could reasonably cover some gaps |
| 43 | - whether the user is trying to hit a milestone that their current coverage cannot realistically support |
| 44 | |
| 45 | ## Common role areas to consider |
| 46 | |
| 47 | Do not always list all of these. Only raise the ones that matter for the concept. |
| 48 | |
| 49 | - gameplay programming |
| 50 | - technical / systems engineering |
| 51 | - game design |
| 52 | - 2D art or 3D art |
| 53 | - animation |
| 54 | - UI / UX |
| 55 | - audio / music / sound design |
| 56 | - level or content design |
| 57 | - writing / narrative |
| 58 | - production / planning |
| 59 | - backend / online / live-ops engineering |
| 60 | - QA / playtesting support |
| 61 | - marketing / business / publishing support |
| 62 | |
| 63 | ## Response structure |
| 64 | |
| 65 | Always organize the answer using this structure. |
| 66 | |
| 67 | ### Project Snapshot |
| 68 | - one short summary of the game and target milestone |
| 69 | - one sentence on what kinds of work the project most depends on |
| 70 | |
| 71 | ### Current Team Read |
| 72 | - who is on the team |
| 73 | - what is clearly covered |
| 74 | - what is partly covered |
| 75 | - assumptions if information is missing |
| 76 | |
| 77 | ### Missing or Weakly Covered Roles |
| 78 | - list likely missing roles or skill areas |
| 79 | - explain why each matters for this concept and scope |
| 80 | - distinguish must-have from nice-to-have |
| 81 | |
| 82 | ### Minimum Viable Team |
| 83 | - describe the smallest realistic team shape for this project or milestone |
| 84 | - explain which hats can be combined safely |
| 85 | - explain which hats become risky to combine |
| 86 | |
| 87 | ### Risky Gaps |
| 88 | - give the top 2 to 4 team-related risks |
| 89 | - highlight single points of failure, unrealistic role stacking, or hidden workload cliffs |
| 90 | |
| 91 | ### Ways to Cover the Gaps |
| 92 | - hire |
| 93 | - find a cofounder or collaborator |
| 94 | - use contractors |
| 95 | - reduce scope |
| 96 | - use existing tools, middleware, or asset packs |
| 97 | - postpone features that require missing roles |
| 98 | |
| 99 | ### Best Next Steps |
| 100 | - give 3 to 5 concrete actions |
| 101 | - at least one should be something the user can do today |
| 102 | |
| 103 | ## Minimum-team mode |
| 104 | |
| 105 | If the user has not described a team: |
| 106 | - say that no team information was provided |
| 107 | - offer the smallest sensible team shape for the concept and milestone |
| 108 | - keep it realistic rather than idealized |
| 109 | - mention which roles can be one person and which become a bottleneck if missing |
| 110 | - avoid suggesting a dream team when the user only need |