Produktivität / game-design
Analyze, design, critique, balance, and rework video game mechanics, systems, and interface, grounded in a cross-game pattern catalog and design frameworks (MDA, core loops, flow, motivation, game feel, economy, balance).
Installation
Signierte, abgestufte Provenienz für diesen Skill. Integrität, Urheberschaft, Capability und Aktualität als Beleg, den du abwägst, nicht als Verifiziert-Badge.
A designer's reference, written from play. Use it to decide what to design and why it works; godot handles how to implement it in the engine, and on a change that is both at once, run them together rather than letting one defer to the other. It carries a cross-game pattern catalog distilled from 17 dissected games, the durable design frameworks, an interface and UX layer (menus, screens, teaching, dialogue, feedback, accessibility), and a stance: opinionated but anti-dogmatic. Both work, for different games. Pick a stance, and be ready to argue with this one.
This fires whenever game design is on the table: a new concept, a mechanic that feels off, a rework, a balance question, a menu or HUD or tutorial or dialogue screen that needs designing, "is this fun / too grindy / a dominant strategy", or the agent making its own design and interface calls while building a game. The depth lives in the OKF bundle in references/; this file is the procedure.
This is the first stop on any design-touching change or discussion, not a reference of last resort, and not only when someone says the word "design". Before you commit to a balance number, an enemy or difficulty scaling curve, a drop rate, a shop price, an economy value, an inventory rule, a menu flow, or a progression gate, run it through the lens and the patterns here instead of improvising from training data. This holds mid-implementation: when you are editing GDScript or a scene and the change encodes a design decision, the engine work and this design work run together, so load this and reason from it before you answer. If you catch yourself about to give a design answer from general knowledge, stop and open the relevant reference file first. That habit is the whole point of the skill, and it is what keeps it influential across a long coding session rather than firing once and fading.
To make this automatic in a real game project (so it is consulted on every design-touching change without anyone asking), wire it on the project side: a path-scoped CLAUDE.md rule, a paths:-activated rule, or a UserPromptSubmit hook that nudges consulting this skill on design keywords. Run /game-design wire to scaffold these into the current project; the mechanics and copy-paste snippets are in INTEGRATION.md.
Run anything you are analyzing through these axes (the full method is in method.md):
Invoke as /game-design <command> [target].
| Command | What it does |
|---|---|
dissect | Run the full lens on an existing game or mechanic: iconic mechanic, core dialectic, macro loop, systems, tensions, resonance, patterns, lessons to steal. |
pitch | Develop a new concept from scratch. Pick the iconic mechanic and core dialectic, sketch the macro loop, choose the patterns, name the risks. |
mechanic | Spec or refine one mechanic: the problem it solves, the dialectic it serves, its budget or economy, its telegraph, its pitfalls. |
loop | Design or critique the loop stack (moment-to-moment, session, progression, meta). Check each layer feeds the next and the bare core is fun on its own. |
rework | Diagnose a flat or broken system (no opportunity cost, a dominant strategy, a missing telegraph, a treadmill) and propose targeted fixes. |
critique | Adversarial design review against the catalog and the frameworks. Name the pitfalls, dominant strategies, and ethics smells. |
patterns | Surface the patterns relevant to a design problem and contrast how different games solve it. |
compare | Contrast two games or mechanics on a chosen axis, variants-table style. |
interface | Design or review a screen, menu, HUD, dialogue, or feedback surface against the UX foundations, the diegesis matrix, and the readability floor. |
teach | Design how the game onboards and teaches a mechanic: the first-session ramp, teaching through level design, the introduce-develop-twist-test shape, and the hint stance. |
wire | Set up project-side auto-triggering in the current game project so this skill is consulted on every design-touching change. Scaffolds a CLAUDE.md rule, a paths:-scoped rule, and a UserPromptSubmit hook, following INTEGRATION.md. |
The load-bearing framework is MDA: Mechanics give rise to Dynamics, which produce Aesthetics (the felt experience). The designer authors only mechanics, but the player meets the game in the opposite order, Aesthetics first. So start from the experience you want, derive the dynamics that produce it, then build the smallest mechanics that yield those dynamics. You cannot code "fun" directly; you locate the broken feedback loop and tune the mechanical lever. Frameworks, the eight kinds of fun, and the motivation models are in frameworks.md.
The most transferable moves from the catalog (principles.md has the full set with caveats):
A core loop is act → feedback → reward → repeat, nested by timescale: moment-to-moment, session, progression, meta. The output of an inner loop is the fuel of the outer one. Two tests: the bare moment-to-moment loop must be fun stripped of all progression, and every loop must feed a larger one or it dead-ends. Keep difficulty in the flow corridor, where challenge tracks rising skill: the flow channel, Koster's "fun is learning", the sawtooth difficulty curve, and "fair challenge" all describe the same band. Detail in frameworks.md.
A mechanic the player cannot perceive, parse, or operate is broken, so the interface is part of the design, not paint over it. Sort most interface problems with two questions (the theory is in interface.md): is it a usability fault ("I didn't know I could", "I clicked the wrong thing") or an engageability one ("it got boring")? The fixes do not transfer. And where should a piece of information live on the diegesis matrix, diegetic, non-diegetic, spatial, or meta? From there the surfaces split out, each with its own page in the bundle below: menus, screens, and the HUD; transitions between them; onboarding and how the game teaches; dialogue and choice UI; in-world guidance and feedback; input prompts and button glyphs; and the accessibility floor. The throughlines are respect the player's time, telegraph honestly, never carry information on color or sound alone, and never let polish hide the state.
When a design feels off, look for these (detection signals and fixes in critique.md):
Opinionated, grounded in play, anti-dogmatic. Resonance is diagnostic, not prescriptive: honestly-orthogonal games (Slay the Spire, Balatro) work because they do not force the fiction. Scale the math to your team, do not scale up: a 4x4 grid is enough, a small world needs ten points of interest, not a hundred. Design more than you ship and prune ruthlessly. Never em or en dashes.
The design core:
The interface layer:
Distilled from Sascha Becker's game-mechanics knowledge base (17 games dissected, 19 cross-game concept pages), grounded in the standard design literature cited throughout the bundle (MDA, Koster, Cook, Schell, Swink, Adams and Dormans, Schreiber, Sirlin), with the interface layer grounded in the game UX and accessibility literature (Hodent, Norman, the Fagerholt and Lorentzon diegesis matrix, Desurvire's playability heuristics, Hamilton, and the Game Accessibility and Xbox Accessibility Guidelines).