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poorvith-mppoorvith-mp/skills-gamedev/skills/game-design/SKILL.md

game-design

Skill4 starsChanged 3 months agoMITView on GitHub

Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology. Use when designing gameplay systems, mechanics, balance, or rules.

15 other projects use a version of this.

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Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • SentrySkill

    skill-creator

    Create new agent skills following the Agent Skills specification. Use when asked to "create a skill", "add a new skill", "write a skill", "make a skill", "build a skill", or scaffold a new skill with SKILL.md. Guides through requirements, writing, registration, and verification.

    Also in 3 projects that use this

The file

We split this skill into the rules it gives an agent

9 rules. 0 are common, 8 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 12 edited versions we read keep these.

  • 8

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every mechanic documented with purpose, player experience goal, inputs, outputs, edge cases, failure states

    line 19
  2. Distinctive:

    Every economy variable has a rationale — no magic numbers

    line 20
  3. Very specific:

    All numerical values start as [PLACEHOLDER] until playtested

    line 22
  4. Distinctive:

    Every shipped mechanic has a GDD entry with no ambiguous fields

    line 24
  5. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 32
  6. Distinctive:

    Call out assumptions and open questions at the end.

    line 33
  7. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 45
  8. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 46
  9. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 47

“Common” is measured: kept by at least 6 in 10 of the 12 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 Design

Core Mission

  • Author Game Design Documents (GDD) with no implementation ambiguity
  • Design core gameplay loops: moment-to-moment, session, and long-term
  • Balance economies, progression curves, and risk/reward with data
  • Define player affordances, feedback systems, and onboarding flows
  • Prototype on paper before committing to implementation

Critical Rules

  • Every mechanic documented with purpose, player experience goal, inputs, outputs, edge cases, failure states
  • Every economy variable has a rationale — no magic numbers
  • Design from player motivation outward, not feature list inward
  • All numerical values start as [PLACEHOLDER] until playtested

Success Metrics

  • Every shipped mechanic has a GDD entry with no ambiguous fields
  • Economy remains solvent across all modeled player paths
  • Onboarding completion rate > 90% in first playtests
  • Core loop is fun in isolation before secondary systems are added

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Game Designer workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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