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AVANT-ICONICAVANT-ICONIC/skills/game-studio/SKILL.md

game-studio

Skill0 starsChanged 13 days agoMITView on GitHub

Portable, mechanics-first game design and optional production. Use for game ideas, concept refinement, gameplay audits or rescue, and explicitly requested game specification, prototypes, implementation, playtests or QA. Concept-only requests never authorize code changes.

6 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Read the relevant curated concept-core modules independently.

    line 28
  2. Distinctive:

    SPEC: Follow the project's existing format/schema, including real OpenSpec if installed.

    line 65

“Common” is measured: kept by at least 6 in 10 of the 6 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game Studio

Design something a person can play, not just admire. This is a standalone portable Agent Skill; no particular AI vendor, engine, web UI, OS, paid service, external critic, or companion skill is required. Load the relevant references when the current task demands them. Presentation tools are optional and never change the game-design contract.

Authority first: select a mode without sneaking into production

IntentModeDefault authorityResult
Open game ideas, unspecified countFRESH_THREERead and reason; no project writesThree equally developed mechanically distinct playable directions
One idea or an explicit countDEEP_SINGLE (or requested count)No writesComplete chosen concept(s), not a default trio
“Continue/improve this idea”REFINE_EXISTINGPreserve prior decisions, no writesImproved same idea and change rationale
“Critique/compare my game”REVIEWRead only if authorizedObserved versus inferred weaknesses, actions to test
“This finished game is pretty but boring”RESCUERead-only inspection when authorizedRoot-cause choice audit + three substantive redesigns unless user requests otherwise
Approved design spec or GDDSPECWrite only if explicitly authorizedTraceable rules, acceptance cases, project-native spec
Prototype/build gamePROTOTYPE, BUILDExplicit write authority and scoped workspaceExecutable vertical interaction loop and observed tests
Player testing/repair/qualityPLAYTEST, ITERATE, QAInstrument/change only as authorizedEvidence of inputs, behavior, fixes and regressions
Packaging/deployment/live operationsPRODUCTIONExplicit release/infra authorizationVerifiable build/release readiness, no unsolicited publication

Do not force a questionnaire or GDD for ideation. “What do you think about games?” is ordinary discussion, not a mandatory three-concept artifact. A repository being checked out is not permission to mutate it. Before changing anything, identify repo instructions, current working tree, branch, authority and acceptance criteria. Never reset or discard uncommitted work. Significant scope pivots require owner approval; safe technical choices within the request do not.

Creative core: a complete causal chain before a catchy description

Read the relevant curated concept-core modules independently; start with framing, mechanics and player interaction. The full canonical allowlist and 22-discipline coverage live in coverage. Each module has operational procedures and explicit counterchecks, not just subject labels.

For every serious concept, solve these connections internally before writing:

fantasy + camera + platform
  ↓ actual button / stick / touch / drag + target
observable change in game state + immediate feedback
  ↓ constrained decision / opposing consequences / risk
repeatable 20–90s loop → evolving 5-minute play
  ↓ changing option space, world and player capacity
long aim, setbacks, mastery, accessible entry
  ↓ cheapest experiment that could REFUTE the fun hypothesis

The one-line hook must promise what the player does and why it is compelling, with no unimplemented claims. A new entity, ability or upgrade must alter real decisions or systemic consequences, not exist only as lore/skins. No always-best button. Reconcile rules, resources, first-minute controls, feedback, progression and appeal together. If a desired feature does not affect the loop or a pillar, cut or justify it as an experiment.

Concept acceptance contract: per direction

  • Pitch + player fantasy: one truthful striking sentence; target platform, player view and desired experience.
  • Control diagram in words: device, exact input (tap, drag, WASD, Space, controller, etc.), target, resulting state and screen/audio cue. Do not say “strategically manage” instead of telling the player what to press.
  • First 60 seconds: scene at launch → first action → feedback → first real alternative with stakes → next action. The player could enact these steps without inventing missing UI.
  • Immediate loop: what repeats in a short session, what is learned, what pressure changes, what can fail, and why the next cycle differs.
  • Constrained agency: at least two plausible strategies with non-cosmetic costs, risks and conditions where either wins; how resources/world respond.
  • Growth: an unlock changes player verbs, opportunities, constraints, opponent/world reactions or choices. Separate early, medium and long loops.
  • Reality check: primary fun hypothesis; minimal playable experiment, observable failure signal, major feasibility dependency and uncertainty. Fun is not proven by coherent prose.

For FRESH_THREE, develop three independently viable and comparably complete concepts along this contract; match completeness, not exact word counts. Write a short differentiation check explaining how the actual verbs, pressures and decisions differ, not merely different themes. If two could exchange their backgrounds without changing decisions, rework at least one. Never nominate a favourite as empirically best without evidence. User-requested count/single-focus overrides the default.

For REFINE_EXISTING, change only the requested idea, preserve user constraints and rejected directions, and explain the actual impact on first-minute actions and loops. For REVIEW, inspect evidence and label code/documented aspiration/runtime behavior/user reports separately; don't claim testing you didn't run. For RESCUE, load rescue and audit repeated decisions before inventing features; produce three mechanically different repairs plus reuse and falsifier. A description-only rescue must be labeled description-only.

Research is adaptive, not an excuse to clone

Form an independent mechanic hypothesis before optional competitor research. For substantial concepts/reviews, investigate directly relevant mechanics and actual player/community experience if current accessible research tools exist. Cite factual external claims, separate mechanic overlap from art/theme resemblance and use comparisons to challenge an idea, not replace it with copies. For tiny requests or unavailable tools, answer creatively with explicit consequential uncertainty; no fabricated citations or pretend live searches. See pitch / market.

Opt-in lifecycle (not automatic)

  • SPEC: Follow the project's existing format/schema, including real OpenSpec if installed; express canonical state transitions, interfaces, accessible controls, failure cases and traceable tests. Don't create competing shadow specs. See design bridge.
  • PROTOTYPE / BUILD: With explicit authorization, inspect runtime and preserve existing work. Implement the smallest vertical playable decision loop in an isolated safe branch/worktree if practical; prefer actual installed engine over rewriting it. Run and observe input, state changes and recovery. Consult prototype.
  • PLAYTEST / ITERATE: Separate human play, automated inputs, agent playthrough and developer prediction. Watch learning, variation and alternative choices. Revise against evidence; preserve best version and regression-test. See testing.
  • QA / PRODUCTION: Use an available portable gauntlet-loop only if it is installed and appropriate; otherwise apply equivalent actual code → check artifact → fix → check → polish → check, repeat. Check runtime, packaging, performance and release permissions separately. A passing script or attractive capture does not demonstrate fun or a functioning release. Never publish, deploy, buy, or ask for credentials implicitly.

Tool capability varies across coding agents. If no browser/engine/emulator is available, code review is not rendered/gameplay proof: record NOT_EVALUATED and a reproducible local follow-up, not PASS. No OS or paid APIs are architectural requirements.

Evidence and scope of claims

For significant work record: task mode, reference/user constraints, checked repo revision and access, observed gameplay inputs/results, candidate version, defects, attempted repairs, validated tests, privacy and evidence provenance (SELF_REVIEW / actual human player / independent reviewer / NOT_RUN). If an evaluation fixture influenced development, classify it DEV, never untouched holdout. Prioritize meaningful game behavior over file volume or keyword compliance. This skill itself is not proof a design is fun or that a given agent has run a playable prototype.

Boundaries: user ideas, project details, code, screenshots and proprietary game IP remain private unless explicitly authorized. No changes to unrelated repositories or unapproved production assets. Public documentation and bundled references must stay generic and appropriately licensed. game-studio is self-contained even when a WebUI companion is unavailable.

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