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.
Related Skills
web-design-guidelines
Review UI code for Web Interface Guidelines compliance. Use when asked to \"review my UI\", \"check accessibility\", \"audit design\", \"review UX\", or \"check my site aga...
ux-designer
Expert UX design assistance for user research, wireframing, prototyping, and design strategy. Use when: creating wireframes, conducting user research, building prototypes, designing user flows, writing UX copy, reviewing designs for usability, creating personas, planning usability tests, or when user mentions UX design, user experience, wireframes, prototypes, user research, information architecture, or design systems.
ui-ux-designer
Create interface designs, wireframes, and design systems. Masters user research, accessibility standards, and modern design tools.
tailwind-design-system
Build scalable design systems with Tailwind CSS, design tokens, component libraries, and responsive patterns. Use when creating component libraries, implementing design systems, or standardizing UI...
stitch-ui-design
Expert guide for creating effective prompts for Google Stitch AI UI design tool. Use when user wants to design UI/UX in Stitch, create app interfaces, generate mobile/web designs, or needs help cra...
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.
frontend-design
Create distinctive, production-grade frontend interfaces with intentional aesthetics, high craft, and non-generic visual identity. Use when building or styling web UIs, components, pages, dashboard...
canvas-design
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create ...
api-design-principles
Master REST and GraphQL API design principles to build intuitive, scalable, and maintainable APIs that delight developers. Use when designing new APIs, reviewing API specifications, or establishing...
mobile-design
Mobile-first design and engineering doctrine for iOS and Android apps. Covers touch interaction, performance, platform conventions, offline behavior, and mobile-specific decision-making. Teaches pr...
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.