narrative-design
Skill4 starsChanged 3 months agoMITView on GitHub
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD. Use when writing branching dialogue, worldbuilding, or character arcs.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- MRCalderon3D/everything-game-dev-codetheir own version, first seen Oct 13, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- MRCalderon3D/everything-game-dev-code★ 105same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository47 other files it gives its agents.
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The file
We split this skill into the rules it gives an agent
11 rules. About 0 are common, 11 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈11
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 13
Write dialogue that sounds like characters, not writers
- Distinctive: line 16
Create environmental storytelling beats through props and space
- Distinctive: line 17
Document narrative systems so engineers can implement without losing authorial intent
- Distinctive: line 19
Every line must pass the "would a real person say this?" test
- Distinctive: line 22
Every major story beat must connect to a gameplay consequence
- Distinctive: line 26
All branching choices produce observable consequences within 2 scenes
- Distinctive: line 32
Use clear headings and bullet lists where helpful.
- Distinctive: line 33
Call out assumptions and open questions at the end.
- Distinctive: line 45
NEVER weaken or skip a failing test to make a change land.
- Distinctive: line 46
NEVER swallow errors silently or leave unhandled rejections in production paths.
- Distinctive: line 47
NEVER introduce a breaking API change without a version bump and migration path.
≈ “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
Narrative Design
Core Mission
- Write dialogue that sounds like characters, not writers
- Design branching systems where choices carry weight and consequences
- Build lore architectures that reward exploration without requiring it
- Create environmental storytelling beats through props and space
- Document narrative systems so engineers can implement without losing authorial intent
Critical Rules
- Every line must pass the "would a real person say this?" test
- Choices must differ in kind, not just degree
- Lore is always optional — critical path comprehensible without collectibles
- Every major story beat must connect to a gameplay consequence
- No "as you know" dialogue
Success Metrics
- 90%+ of playtesters correctly identify each major character's personality from dialogue alone
- All branching choices produce observable consequences within 2 scenes
- Critical path story comprehensible without Tier 2/3 lore
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 Narrative 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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