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design-research

Skill12 starsChanged 8 months agoMITView on GitHub

Search for how other games solve a specific design problem — game loops, mechanics, systems, progression, economy. Returns a comparison of 2-4 reference games with what to borrow. Use when designing a new feature, exploring game mechanics, or looking for design inspiration before writing a design doc.

9 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 9 edited versions we read keep these.

  • 3

    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:

    Search for game design references to the problem currently being discussed.

    line 7
  2. Distinctive:

    Search for game design analyses, GDC talks, postmortems, and design breakdowns using WebSearch

    line 14
  3. Distinctive:

    Prefer games the team has likely played or that are well-documented

    line 26

“Common” is measured: kept by at least 6 in 10 of the 9 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

Respond in the user's preferred language (detect from their recent messages, or fall back to the language setting in CLAUDE.md).

Search for game design references to the problem currently being discussed.

Arguments: $ARGUMENTS

Process

  1. Identify the core design question (e.g., "how trading between cities creates interesting choices")
  2. Search for game design analyses, GDC talks, postmortems, and design breakdowns using WebSearch
  3. Organize into a comparison table:
GameHow they do itWhat makes it funWhat we could borrow
  1. Recommend which approach best fits this project's scope and feel, and why
  2. Save the result, sources included, to Docs/qq/<branch-name>/<topic>_design-research.md (or wherever the project already keeps research notes; branch name from git branch --show-current | tr '/' '_'). If the project's instructions ask for research notes to be committed, commit that file alone, following them; otherwise leave it for /qq:commit-push

Notes

  • Focus on the player experience, not implementation — "RimWorld uses a bill queue per workbench that lets players set min/max thresholds" is good; "WorkGiver_DoBill class" is not
  • Prefer games the team has likely played or that are well-documented
  • Include at least one game from a different genre if it solves the same design problem in an interesting way
  • Tag every conclusion with its source: official material (dev blog, GDC talk, postmortem; link it), third-party analysis (link it), game source you actually read (for example, an open-source game), or own knowledge. If searching yields thin results, lean on your own knowledge of game design, tagged as such

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