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smileynetsmileynet/game-spice/skills/content-planning/SKILL.md

content-planning

Skill0 starsChanged 9 months agoMITView on GitHub

Level design and content scope planning. Use when planning level design, content production scope, pacing, procedural generation decisions, environment design, tutorial levels, world structure, or estimating content costs. Covers world structure, content-to-mechanic planning, pacing, procedural vs handcrafted, content reuse, content sequencing.

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SKILL.md

Content & Level Planning

Plan content scope before building. Content is the most expensive part of most games — every hour of content costs many hours to produce.

Quick Reference

World Structure Decision

StructurePlayer FreedomScope CostBest For
LinearLow — one path forwardLowPlatformer, puzzle, narrative
Hub-and-spokeMedium — choose order within hubMediumZelda-style, RPG, Metroidvania-lite
Open worldHigh — go anywhereVery HighSandbox, exploration, RPG
MetroidvaniaMedium — gated by abilitiesHighExploration, ability-based progression
ProceduralVariableHigh (to do well)Roguelike, survival, infinite runners

Decision rule: Choose the lowest-freedom structure that serves your core loop. More freedom = more content to fill the space = more scope.

Content Scope Estimation

Content TypeRough Production RatioNotes
Handcrafted level10-40 hours per 5 min of playIncludes design, art, testing, iteration
Enemy type2-5 days eachDesign, art, animation, AI, balance
Boss encounter1-3 weeks eachHigh-impact but expensive
Cutscene/dialogue2-8 hours per minuteWriting, implementation, testing
Procedural systemWeeks-months upfrontAmortizes over infinite content

Key principle: Content production does not scale linearly. Level 1 takes 2 days. Level 20 takes 2 days. But you need 20x the motivation to build level 20 as level 1. Plan for production fatigue.

Content Architecture Principle

Poor tooling makes equivalent content cost 10x more. Invest in content tools proportionally to how much content you'll build — but not before you know WHAT you're building.

Deep Dives

  • (see content-planning/pacing.md for Content-to-Mechanic Planning, Kishōtenketsu (Nintendo Pacing), Beat-Based Pacing, Environment-as-Teacher)
  • (see content-planning/production.md for Procedural vs Handcrafted, Content Reuse Strategies, Content Anti-Patterns, Content Sequencing)

See Also

  • scoping — Feature cutting applies to content decisions (see scoping → MLP Scoping Process)
  • difficulty-design — Difficulty pacing through content, boss design as content milestones (see difficulty-design)
  • scenario-walkthrough — Narrate content before building it (see scenario-walkthrough → The 5-Beat Structure)
  • economy-design — Content as economy scope (see economy-design)
  • antipatterns — Premature Content anti-pattern (see antipatterns)
  • design-frameworks — Onboarding patterns for tutorial level design (see design-frameworks → Game Feel, Juice & Onboarding)
  • playtesting — Content batching should match playtest cadence (see playtesting)

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