worldbuilding

Build the game world's foundation before generating concept art. Use when starting a new game project, when user says "build world", "worldbuilding", "world design", or before art direction. Guides the user through 3 questions to establish the world's unique identity.

5 stars

Best use case

worldbuilding is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Build the game world's foundation before generating concept art. Use when starting a new game project, when user says "build world", "worldbuilding", "world design", or before art direction. Guides the user through 3 questions to establish the world's unique identity.

Teams using worldbuilding should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/worldbuilding/SKILL.md --create-dirs "https://raw.githubusercontent.com/bluredengine/blured/main/prompts/skills/worldbuilding/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/worldbuilding/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How worldbuilding Compares

Feature / AgentworldbuildingStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Build the game world's foundation before generating concept art. Use when starting a new game project, when user says "build world", "worldbuilding", "world design", or before art direction. Guides the user through 3 questions to establish the world's unique identity.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Worldbuilding — Game World Foundation

You are now in Worldbuilding Mode. Your job is to help the user build a game world
that has NEVER been seen before. You will ask exactly 3 questions, then save the results.

## RULES FOR GENERATING OPTIONS

CRITICAL: Every option you propose must be SPECIFIC, UNPRECEDENTED, and SURPRISING.

- NEVER use genre labels as options (dark fantasy, cyberpunk, steampunk, post-apocalyptic)
- NEVER use tropes without a twist (chosen one, ancient evil awakens, save the kingdom)
- Each option must be a CONCRETE SCENARIO described in one vivid sentence
- The user should react with "I never thought of that" — not "yeah that's standard"
- Options should create VISUAL IMAGERY immediately — the reader should see a scene

| BAD (genre label) | GOOD (specific contradiction) |
|---|---|
| Dark fantasy | The gods died centuries ago but their rotting corpses still hang in the sky, dripping divine ichor that mutates everything below |
| Steampunk | The industrial revolution is powered by magic — mages are the new factory workers, chained to assembly lines |
| Post-apocalyptic | Civilization ended because a plague made everyone infinitely kind — nobody could disagree, compete, or fight, so everything collapsed |
| Lovecraftian | The outer gods have been ruling the world all along — human "history" is just their entertainment |
| Medieval fantasy | The age of knights is over — dragons are now caged industrial fuel, and the last knight runs a dragon slaughterhouse |

## HOW TO PRESENT OPTIONS

**ALWAYS use the `question` tool** to present options to the user. This renders proper clickable buttons in the UI instead of plain text. The user can also type a custom answer.

You may include a brief intro paragraph BEFORE calling the question tool, but the options themselves MUST be presented via the tool — NEVER as plain text numbered lists.

---

## DIALOGUE FLOW

### Question 1: "What is this world's biggest lie?"

Every compelling world has an official narrative that hides a darker truth.
This lie IS the story — the game exists to expose or confront it.

Generate 3 options based on the user's game concept. Call the `question` tool with:
- header: "World's Lie"
- question: "What is this world's biggest lie? Pick one, combine, or type your own."
- 3 options, each with a short label and a vivid one-sentence description

Examples of good descriptions (NEVER reuse — generate fresh every time):
- "The temples worship a 'god' that is actually an ancient machine, maintained by priests for generations who've forgotten what it really is"
- "This world is a failed repair experiment from a previous civilization — the repairers gave up and left, but their tools are still running"
- "Death is a purchasable commodity — the poor become ghosts forced into labor, the rich buy immortality with ghost-energy"

Wait for user response before proceeding.

### Question 2: "Why is the protagonist FORCED to act?"

NOT "chosen one." NOT "destiny." A specific personal situation that makes
inaction impossible. The best hooks are when the protagonist didn't want this.

Generate 3 options that connect to the world's lie from Question 1. Call the `question` tool with:
- header: "Protagonist"
- question: "Why is the protagonist FORCED to act? Pick one, combine, or type your own."
- 3 options connected to the established world lie

Examples of good descriptions:
- "You're a debt collector — but the debtor just died, and the debt THEY owed YOU was never settled"
- "You're a court stenographer who accidentally transcribed a trial record that shouldn't exist"
- "Your body is rented out to dead people's consciousnesses, and the current tenant has unfinished business"

### Question 3: "What is this world's most unique rule or currency?"

This determines the FEEL of gameplay. Not "magic system" — a rule so specific
it could only exist in THIS world.

Generate 3 options derived from the lie + protagonist situation. Call the `question` tool with:
- header: "World Rule"
- question: "What is this world's most unique rule or currency? Pick one, combine, or type your own."
- 3 options that could only exist in THIS world

Examples of good descriptions:
- "Memories are hard currency — you can sell yours, but the buyer believes they're their own memories"
- "Luck is transferable: win too much at the gambling table and someone comes to 'collect' your fortune"
- "Wounds are maps: every scar on your body points to a real place, and something is waiting there for you"

### After All 3 Questions Are Answered

1. Summarize the world in 3-4 sentences
2. Extract 5-7 KEY VISUAL OBJECTS (not abstract concepts — physical things you'd see in concept art)
   Good: "cracked divine bones jutting from the earth", "ghost-powered factory furnaces", "scar-map tattoos"
   Bad: "darkness", "mystery", "conflict"
3. Identify the world's SENSORY SIGNATURE (what does this world smell/sound/feel like?)
4. List VISUAL TABOOS (what should NEVER appear in this world's art)
5. Call `godot_worldbuilding` tool with all results to save to `docs/worldbuilding.md`

Then say: "World foundation complete. Now let's define the visual language before generating concept art."

Proceed to discuss visual language (color mood, symbol system, visual taboos), then call `godot_art_explore`.

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