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stanestane/game-design-skills-bundle

59 skills

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$npx skills add stanestane/game-design-skills-bundle
SkillInstalls
design-red-team-auditAdversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible…—emotional-canvas-moodboardTurn a game-design emotional canvas into a curated visual moodboard by deriving image-search queries, gathering a candidate pool from the internet, saving the…—game-design-attribution-auditAudit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players…—game-design-bartle-archetype-auditAudit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers,…—game-design-big-five-personality-auditAudit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the…—game-design-brainstorm-methodsApply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck…—game-design-core-loop-extractorExtract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation.—game-design-creative-unblockerBreak game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves.—game-design-design-pillars-extractorExtract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes.—game-design-emotional-canvasDefine, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme.—game-design-failure-loop-auditAudit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what…—game-design-fairness-frustration-auditAudit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration.—game-design-fantasy-extractorExtract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become.—game-design-feature-prioritizationPrioritize game design feature options by comparing expected impact, implementation cost, strategic fit, and roadmap context.—game-design-five-optionsGenerate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge.—game-design-flow-auditAudit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow…—game-design-fogg-behavior-auditAudit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior…—game-design-friction-journey-auditAudit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation.—game-design-ftue-hero-journey-auditAudit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth.—game-design-goal-density-and-immediacy-auditAudit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping…—game-design-goal-framingTurn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints.—game-design-granular-player-motivation-auditAudit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation…—game-design-grow-designEvaluate game features, feature pitches, live-ops ideas, UX changes, economy changes, roadmap choices, retention initiatives, monetization initiatives, and…—game-design-ideal-outcome-backcastingStart from the ideal player-facing result and work backward to the design steps, systems, and decisions required to reach it.—game-design-kpi-coverage-auditAudit a game feature, roadmap candidate, UX improvement, support system, connective-tissue feature, or quality-of-life change for KPI coverage bias and…—game-design-leaderboard-auditAudit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket…—game-design-leaderboard-builderDesign a complete leaderboard system from scratch for a game, feature, or competitive mode.—game-design-molyneux-lensStress-test a game concept, feature, system, or pitch through a deliberately provocative, ambition-seeking design lens inspired by Peter Molyneux-style…—game-design-multiplayer-feature-auditAudit a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design.—game-design-novelty-spectrum-auditEvaluate a game design, feature proposal, system concept, pitch, or prototype on the novelty spectrum between too familiar and too novel.—game-design-one-page-design-docCreate a concise one-page game design document and export it as both markdown and PDF.—game-design-one-thing-to-removeIdentify the single highest-leverage thing to remove from a game design, feature, system, UX flow, pitch, roadmap item, or prototype in order to improve it…—game-design-option-generationGenerate multiple game design solution paths before committing to one direction.—game-design-peak-end-auditAudit a game, feature, session, level, event, onboarding flow, reward sequence, or return-player experience through the lens of the peak-end rule.—game-design-perceived-randomness-auditAudit a game feature, combat system, loot table, reward loop, procedural system, chance mechanic, or uncertainty-driven design by how players are likely to…—game-design-pitch-deck-auditAudit a video game pitch deck, publisher deck, funding deck, or investor-facing game presentation for clarity, structure, persuasiveness, visual readability,…—game-design-player-motivation-auditAudit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation…—game-design-player-need-satisfaction-auditAudit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using…—game-design-player-persona-extractorExtract the ideal player persona and anti-persona for a game, feature, loop, or progression structure based on the design itself.—game-design-player-perspective-reframeReframe a player's current situation to reveal new meaning, goals, roles, or playstyles without changing the underlying mechanics.—game-design-player-segment-perception-auditAudit a game feature, live update, roadmap item, event, or content drop by how different player segments are likely to perceive it.—game-design-player-values-mapperInfer a player's underlying values and motivational priorities from behavior, then translate those into design implications.—game-design-premium-pass-auditAudit an existing or proposed premium pass (battle pass, season pass) for value proposition integrity, progression health, free track balance, reward pacing,…—game-design-prosocial-session-chaptersDesign or audit prosocial experiences in session-based multiplayer games using a three-phase chapter model built around Setup, Little Loops, and Long Tail.—game-design-prototype-intent-auditAudit a game feature, system concept, prototype plan, or preproduction proposal to determine whether the prototype is meant to sell the idea or reveal…—game-design-prototyping-companionTrack game design prototype ideas, branching outcomes, dead ends, baselines, and next experiments, and optionally generate a simple SVG visualization of…—game-design-roadblock-reframingReframe a game design problem by isolating the main blocker, imagining it removed, and using that perspective to discover workaround paths.—game-design-smart-goal-auditAudit game design goals, feature objectives, OKRs, initiative aims, or any stated design intent against the SMART criteria adapted for game design.—game-design-social-satisfaction-matrixEvaluate a game's social features and multiplayer elements by their potential to create social satisfaction versus social dissatisfaction.—game-design-systematizing-empathizing-auditEvaluate a game, feature, system, UX flow, progression loop, live-ops mechanic, monetization surface, or design concept on two axes: systematizing and…—game-design-thinking-fast-and-slow-auditAudit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by…—game-design-transformative-reuseSolve game design problems by adapting, extending, recombining, or retuning what already exists instead of inventing from scratch.—game-design-unknown-unknowns-prototypingDetect unknown unknowns in game design and decide what to prototype before committing to production.—game-design-zeigarnik-effect-auditAudit a game, feature, task system, quest flow, event track, puzzle chain, progression layer, or return loop through the lens of the Zeigarnik effect: the…—game-dev-budget-estimatorHelp a beginner or early-stage game team estimate the likely budget for a game concept based on scope, target milestone, current team, skill coverage, work…—game-dev-first-stepsHelp a beginner or early-stage indie team turn a game idea into a practical starting plan.—game-dev-team-gapHelp a beginner or early-stage game team figure out which roles, skills, or disciplines they are missing for a given game concept and target scope.—game-dev-time-estimatorHelp a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill…—software-team-conflict-patternsHelp analyze recurring conflict patterns on software or game projects by identifying likely collaboration archetypes, behavior patterns, project risks, and…—