game-design – Design & UI skill for AI agents
Game design principles. GDD structure, balancing, player psychology, progression.
Install the game-design skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /game-design – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $game-design – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /game-design – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /game-design – then describe the task you want done.
SKILL.md content
Game Design Principles
> Design thinking for engaging games.
---
1. Core Loop Design
The 30-Second Test
Prototype a short loop; 30 seconds is a heuristic, not a universal rule:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEATLoop 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 | Actions, feedback and meaningful outcomes |
| 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
This is a historical player-type heuristic, not an exhaustive taxonomy or a validated label for an individual. Confirm motivations through voluntary playtests.
| 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 | Unpredictable outcomes | Optional rewards with transparent odds |
| Ratio | Reward after a number of responses | Can be fixed or variable; a separate dimension from predictability |
---
4. Difficulty Balancing
Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → EngagementBalancing 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
Use when designing a playable core loop, preparing a GDD, balancing difficulty, or evaluating progression through playtests.
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.
Verification
Treat tables as design starting points, not guarantees. Prototype the selected mechanic, test accessibility and recovery paths, and measure frame timing, memory and behavior on target hardware before claiming completion. Store submission and licensing requirements must be checked against current official platform documentation.
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