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game-design-skills-bundle
stanestane/game-design-skills-bundle
59 skills
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Skill
Installs
design-red-team-audit
Adversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible reasons it would fail. Use when pressure-t
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emotional-canvas-moodboard
Turn a game-design emotional canvas into a curated visual moodboard by deriving image-search queries, gathering a candidate pool from the internet, saving the files locally, rejecting weak references,
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game-design-attribution-audit
Audit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when ev
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game-design-bartle-archetype-audit
Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use whe
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game-design-big-five-personality-audit
Audit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openne
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game-design-brainstorm-methods
Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a
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game-design-core-loop-extractor
Extract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation. Use when a team can list mechanics but cannot clearly artic
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game-design-creative-unblocker
Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops idea, UX flow, FTUE, economy layer, or pro
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game-design-design-pillars-extractor
Extract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes. Use when a team can describe mechanics but cannot clearly arti
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game-design-emotional-canvas
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard b
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game-design-failure-loop-audit
Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they le
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game-design-fairness-frustration-audit
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheat
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game-design-fantasy-extractor
Extract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become. Use when a team can describe mechanics but cannot clearly a
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game-design-feature-prioritization
Prioritize game design feature options by comparing expected impact, implementation cost, strategic fit, and roadmap context. Use when choosing between competing feature ideas, deciding what to do now
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game-design-five-options
Generate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge. Use when several ideas already exist, when a team needs broader
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game-design-flow-audit
Audit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge
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game-design-fogg-behavior-audit
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when
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game-design-friction-journey-audit
Audit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, ch
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game-design-ftue-hero-journey-audit
Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-sessi
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game-design-goal-density-and-immediacy-audit
Audit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping points, and return triggers. Use when ev
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game-design-goal-framing
Turn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cann
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game-design-granular-player-motivation-audit
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motiva
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game-design-grow-design
Evaluate game features, feature pitches, live-ops ideas, UX changes, economy changes, roadmap choices, retention initiatives, monetization initiatives, and ambiguous design problems using the GROW mod
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game-design-ideal-outcome-backcasting
Start from the ideal player-facing result and work backward to the design steps, systems, and decisions required to reach it. Use when a team knows the kind of experience it wants but not how to struc
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game-design-kpi-coverage-audit
Audit a game feature, roadmap candidate, UX improvement, support system, connective-tissue feature, or quality-of-life change for KPI coverage bias and measurement blind spots. Use when a team is over
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game-design-leaderboard-audit
Audit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket design, group composition fairness, and top-
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game-design-leaderboard-builder
Design a complete leaderboard system from scratch for a game, feature, or competitive mode. Covers group structure, league ladder, round cadence, reward brackets, score design, group composition, and
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game-design-molyneux-lens
Stress-test a game concept, feature, system, or pitch through a deliberately provocative, ambition-seeking design lens inspired by Peter Molyneux-style overstatement. Use when a concept feels too safe
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game-design-multiplayer-feature-audit
Audit a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design. Use when evaluating collaboration, competition, collaborate-to-compete struct
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game-design-novelty-spectrum-audit
Evaluate a game design, feature proposal, system concept, pitch, or prototype on the novelty spectrum between too familiar and too novel. Use when assessing whether a concept has enough differentiatio
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game-design-one-page-design-doc
Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable design summary, or compact game concept sheet t
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game-design-one-thing-to-remove
Identify 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 significantly. Use when a design feels bloat
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game-design-option-generation
Generate multiple game design solution paths before committing to one direction. Use when a feature, live-ops idea, UX problem, economy issue, or design challenge feels too quickly narrowed, when a te
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game-design-peak-end-audit
Audit a game, feature, session, level, event, onboarding flow, reward sequence, or return-player experience through the lens of the peak-end rule. Use when evaluating which moments players are most li
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game-design-perceived-randomness-audit
Audit a game feature, combat system, loot table, reward loop, procedural system, chance mechanic, or uncertainty-driven design by how players are likely to perceive its randomness. Use when you need t
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game-design-pitch-deck-audit
Audit a video game pitch deck, publisher deck, funding deck, or investor-facing game presentation for clarity, structure, persuasiveness, visual readability, business-case completeness, and publisher-
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game-design-player-motivation-audit
Audit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation framework. Use when evaluating what kind of moti
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game-design-player-need-satisfaction-audit
Audit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using Self-Determination Theory and the PENS l
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game-design-player-persona-extractor
Extract the ideal player persona and anti-persona for a game, feature, loop, or progression structure based on the design itself. Use when a team can describe mechanics but cannot clearly articulate w
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game-design-player-perspective-reframe
Reframe a player's current situation to reveal new meaning, goals, roles, or playstyles without changing the underlying mechanics. Use when diagnosing stagnation, boredom, or mid/late-game disengageme
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game-design-player-segment-perception-audit
Audit a game feature, live update, roadmap item, event, or content drop by how different player segments are likely to perceive it. Use when a feature is aimed at one cohort but visible to others, whe
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game-design-player-values-mapper
Infer a player's underlying values and motivational priorities from behavior, then translate those into design implications. Use when designing personalization, segmentation, dynamic guidance, live-op
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game-design-premium-pass-audit
Audit an existing or proposed premium pass (battle pass, season pass) for value proposition integrity, progression health, free track balance, reward pacing, engagement loop quality, and economy impac
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game-design-prosocial-session-chapters
Design or audit prosocial experiences in session-based multiplayer games using a three-phase chapter model built around Setup, Little Loops, and Long Tail. Use when evaluating co-op games, team shoote
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game-design-prototype-intent-audit
Audit a game feature, system concept, prototype plan, or preproduction proposal to determine whether the prototype is meant to sell the idea or reveal unknowns, and whether the prototype scope matches
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game-design-prototyping-companion
Track game design prototype ideas, branching outcomes, dead ends, baselines, and next experiments, and optionally generate a simple SVG visualization of prototype evolution. Use when a prototype leads
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game-design-roadblock-reframing
Reframe a game design problem by isolating the main blocker, imagining it removed, and using that perspective to discover workaround paths. Use when a team is stuck on one obstacle, when discussion ke
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game-design-smart-goal-audit
Audit game design goals, feature objectives, OKRs, initiative aims, or any stated design intent against the SMART criteria adapted for game design. Use when a user shares a design goal, player experie
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game-design-social-satisfaction-matrix
Evaluate a game's social features and multiplayer elements by their potential to create social satisfaction versus social dissatisfaction. Use when auditing chat, voice, friend systems, gifting, lobbi
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game-design-systematizing-empathizing-audit
Evaluate a game, feature, system, UX flow, progression loop, live-ops mechanic, monetization surface, or design concept on two axes: systematizing and empathizing. Use when you want to understand whet
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game-design-thinking-fast-and-slow-audit
Audit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluati
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game-design-transformative-reuse
Solve game design problems by adapting, extending, recombining, or retuning what already exists instead of inventing from scratch. Use when building on live systems, reusing content pipelines, stretch
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game-design-unknown-unknowns-prototyping
Detect unknown unknowns in game design and decide what to prototype before committing to production. Use when a feature concept feels promising but underdefined, when the team disagrees about the real
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game-design-zeigarnik-effect-audit
Audit a game, feature, task system, quest flow, event track, puzzle chain, progression layer, or return loop through the lens of the Zeigarnik effect: the tension created by incomplete, interrupted, o
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game-dev-budget-estimator
Help 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 model, and geography. Use when someone asks
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game-dev-first-steps
Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how
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game-dev-team-gap
Help 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. Use when someone asks who they are missing, whether
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game-dev-time-estimator
Help a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill coverage, work model, and production constraints.
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software-team-conflict-patterns
Help analyze recurring conflict patterns on software or game projects by identifying likely collaboration archetypes, behavior patterns, project risks, and practical response strategies. Use when some
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