game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Best use case
game-design is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Game design principles. GDD structure, balancing, player psychology, progression.
Teams using game-design 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
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-design/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How game-design Compares
| Feature / Agent | game-design | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Game design principles. GDD structure, balancing, player psychology, progression.
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
# Game Design Principles > Design thinking for engaging games. --- ## 1. Core Loop Design ### The 30-Second Test ``` Every game needs a fun 30-second loop: 1. ACTION → Player does something 2. FEEDBACK → Game responds 3. REWARD → Player feels good 4. REPEAT ``` ### Loop Examples | Genre | Core Loop | |-------|-----------| | Platformer | Run → Jump → Land → Collect | | Shooter | Aim → Shoot → Kill → Loot | | Puzzle | Observe → Think → Solve → Advance | | RPG | Explore → Fight → Level → Gear | --- ## 2. Game Design Document (GDD) ### Essential Sections | Section | Content | |---------|---------| | **Pitch** | One-sentence description | | **Core Loop** | 30-second gameplay | | **Mechanics** | How systems work | | **Progression** | How player advances | | **Art Style** | Visual direction | | **Audio** | Sound direction | ### Principles - Keep it living (update regularly) - Visuals help communicate - Less is more (start small) --- ## 3. Player Psychology ### Motivation Types | Type | Driven By | |------|-----------| | **Achiever** | Goals, completion | | **Explorer** | Discovery, secrets | | **Socializer** | Interaction, community | | **Killer** | Competition, dominance | ### Reward Schedules | Schedule | Effect | Use | |----------|--------|-----| | **Fixed** | Predictable | Milestone rewards | | **Variable** | Addictive | Loot drops | | **Ratio** | Effort-based | Grind games | --- ## 4. Difficulty Balancing ### Flow State ``` Too Hard → Frustration → Quit Too Easy → Boredom → Quit Just Right → Flow → Engagement ``` ### Balancing Strategies | Strategy | How | |----------|-----| | **Dynamic** | Adjust to player skill | | **Selection** | Let player choose | | **Accessibility** | Options for all | --- ## 5. Progression Design ### Progression Types | Type | Example | |------|---------| | **Skill** | Player gets better | | **Power** | Character gets stronger | | **Content** | New areas unlock | | **Story** | Narrative advances | ### Pacing Principles - Early wins (hook quickly) - Gradually increase challenge - Rest beats between intensity - Meaningful choices --- ## 6. Anti-Patterns | ❌ Don't | ✅ Do | |----------|-------| | Design in isolation | Playtest constantly | | Polish before fun | Prototype first | | Force one way to play | Allow player expression | | Punish excessively | Reward progress | --- > **Remember:** Fun is discovered through iteration, not designed on paper. ## When to Use This skill is applicable to execute the workflow or actions described in the overview. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Related Skills
web-design-guidelines
Review files for compliance with Web Interface Guidelines.
unity-ai-game-creator
Transform raw game ideas into complete Unity projects with AI-powered asset generation, scene blueprints, music/SFX prompts, and step-by-step development procedures using Unity 6+ and modern AI tools.
ui-ux-designer
Create interface designs, wireframes, and design systems. Masters user research, accessibility standards, and modern design tools.
tool-design
Build tools that agents can use effectively, including architectural reduction patterns. Use when creating new tools for agent systems, debugging tool-related failures or misuse, or optimizing existing tool sets for better agent performance.
tailwind-design-system
Build production-ready design systems with Tailwind CSS, including design tokens, component variants, responsive patterns, and accessibility.
stitch-ui-design
Expert guidance for crafting effective prompts in Google Stitch, the AI-powered UI design tool by Google Labs. This skill helps create precise, actionable prompts that generate high-quality UI designs for web and mobile applications.
stitch-design-taste
Use when generating Google Stitch DESIGN.md systems for premium typography, color, layout, motion intent, and anti-generic UI rules.
redesign-existing-projects
Use when upgrading existing websites or apps by auditing generic UI patterns and applying premium design fixes without rewrites.
radix-ui-design-system
Build accessible design systems with Radix UI primitives. Headless component customization, theming strategies, and compound component patterns for production-grade UI libraries.
product-design
Design de produto nivel Apple — sistemas visuais, UX flows, acessibilidade, linguagem visual proprietaria, design tokens, prototipagem e handoff. Cobre Figma, design systems, tipografia, cor, espacamento, motion design e principios de design cognitivo.
privacy-by-design
Use when building apps that collect user data. Ensures privacy protections are built in from the start—data minimization, consent, encryption.
mobile-design
(Mobile-First · Touch-First · Platform-Respectful)