game-design – skill Thiết kế & UI cho agent AI
Nguyên tắc thiết kế game. Cấu trúc GDD, cân bằng game, tâm lý người chơi, hệ thống tiến trình.
Cài skill game-design bằng một lệnh
Chọn công cụ bạn đang dùng, copy lệnh và dán vào terminal. Skill sẽ nằm trong thư mục skills của công cụ đó và sẵn sàng dùng ở phiên làm việc tiếp theo.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.claude/skills
Gọi trong Claude Code: /game-design – rồi mô tả công việc bạn muốn làm.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.codex/skills
Gọi trong Codex: $game-design – rồi mô tả công việc bạn muốn làm.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.hermes/skills
Gọi trong Hermes Agent: /game-design – rồi mô tả công việc bạn muốn làm.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-design-ca5d9.tgz | tar xz -C ~/.deepcode/skills
Gọi trong DeepSeek: /game-design – rồi mô tả công việc bạn muốn làm.
Nội dung SKILL.md
Nội dung SKILL.md gốc bằng tiếng Anh.
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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