procgen-design
Skill105 starsChanged 8 months agoMITView on GitHub
Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- godot-3d-scenesSkill
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
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
- Distinctive: line 63
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 64
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Procedural Generation Design
Purpose
Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.
Use When
- levels, loot, encounters, or world content will be generated rather than authored
- generated output quality varies wildly and needs constraints
- determinism, seed sharing, or reproducibility matters for testing or community features
Inputs
- content type and generation goals (variety, replayability, scale)
- authored content that generation must complement
- difficulty and pacing constraints
- determinism and seed requirements
Process
- define what generation must guarantee versus what may vary
- choose the authored-versus-generated split per content type
- specify seed handling, determinism scope, and reproducibility rules
- define validation gates that reject degenerate output before the player sees it
- plan telemetry to detect quality drift in shipped generation
- define how designers tune generators without touching generation code
Outputs
- generation constraint specification
- seed and determinism rules
- validation gate definitions with rejection criteria
- tuning surface for designers
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- generation without validation gates, shipping degenerate output
- non-deterministic systems that QA cannot reproduce
- variety goals that ignore pacing and difficulty constraints
Related Agents
- systems-designer
- level-designer
- gameplay-programmer
Related Commands
- procgen-design
- level-beat
- qa-plan
Related Skills
- level-design
- core-loop-design
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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