$npx -y skills add Stanestane/game-design-skills-bundle --skill 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. Use when a user shares a design goal, player experience target, retention goal, or feature aim and wants it evaluated or rewritten.
| 1 | # Game Design SMART Goal Audit |
| 2 | |
| 3 | Audit game design goals against the SMART criteria, adapted for the realities of game design work — where goals often mix player experience intentions, behavioral outcomes, and business metrics. |
| 4 | |
| 5 | ## Why SMART in Game Design |
| 6 | |
| 7 | Game design goals often fail in predictable ways: |
| 8 | - **Too vague to evaluate**: "Players should feel engaged" — what does engaged look like? How do you know when you've achieved it? |
| 9 | - **Unmeasurable by intent**: "The loop should feel good" — feeling is real, but untestable without a proxy metric or a defined observation method. |
| 10 | - **Scoped to infinity**: "Improve retention" — which segment? Which part of the funnel? By how much? |
| 11 | - **Disconnected from the design itself**: A goal that could apply to any feature is not a design goal, it's a business wish. |
| 12 | |
| 13 | SMART forces clarity. Applied to game design, it helps distinguish *design intent* (what experience you're crafting) from *design success criteria* (how you'll know you achieved it). |
| 14 | |
| 15 | --- |
| 16 | |
| 17 | ## The SMART Framework — Game Design Interpretation |
| 18 | |
| 19 | | Letter | Criterion | Game design lens | |
| 20 | |--------|-----------|-----------------| |
| 21 | | **S** | **Specific** | Does the goal name a concrete mechanic, system, player segment, moment, or behavior — not just a vague direction? | |
| 22 | | **M** | **Measurable** | Is there a metric, behavioral signal, playtest observation method, or proxy indicator that confirms the goal was achieved? | |
| 23 | | **A** | **Achievable** | Is it realistic given team size, scope, platform, timeline, and existing systems? Does it avoid over-promising on player behavior? | |
| 24 | | **R** | **Relevant** | Does it connect to the game's pillars, the feature's purpose, or a known player need? Would hitting this goal actually matter? | |
| 25 | | **T** | **Time-bound** | Does it have a milestone, sprint, release, or playtest checkpoint attached? | |
| 26 | |
| 27 | --- |
| 28 | |
| 29 | ## Audit Process |
| 30 | |
| 31 | ### Step 1: Identify goal type |
| 32 | |
| 33 | Before auditing, classify the goal — this shapes how you apply SMART: |
| 34 | |
| 35 | - **Experience goal** — describes a player feeling or state ("players feel powerful") |
| 36 | - **Behavioral goal** — describes a player action or pattern ("players return 3 sessions per week") |
| 37 | - **Design output goal** — describes what the team will build ("ship the crafting system in Q2") |
| 38 | - **Metric goal** — describes a KPI or indicator ("increase D7 retention by 5%") |
| 39 | - **Mixed goal** — combines intent and outcome (common, often the weakest) |
| 40 | |
| 41 | Flag the type at the top of the audit. Experience goals require special handling — they need a *proxy metric or observation method* to become measurable. |
| 42 | |
| 43 | ### Step 2: Score each SMART criterion |
| 44 | |
| 45 | For each criterion: |
| 46 | - ✅ **Strong** — clearly met |
| 47 | - ⚠️ **Partial** — implied or weakly present |
| 48 | - ❌ **Missing** — absent |
| 49 | |
| 50 | Write 1–2 sentences per criterion explaining specifically what is strong or what is missing. For game design goals, pay special attention to: |
| 51 | - **S**: Is the player segment named? Is the game moment or system named? |
| 52 | - **M**: For experience goals, is there a playtest method, behavioral proxy, or survey instrument defined? |
| 53 | - **A**: Does the goal respect the scope and constraints of the feature or team? |
| 54 | - **R**: Does the goal connect to a design pillar, player need, or business objective? |
| 55 | - **T**: Is there a playtest gate, milestone, or release tied to evaluation? |
| 56 | |
| 57 | ### Step 3: Overall assessment |
| 58 | |
| 59 | 2–3 sentences on the goal's overall quality. Name the single biggest weakness and why it matters. |
| 60 | |
| 61 | ### Step 4: Rewrite the goal |
| 62 | |
| 63 | Rewrite as a stronger SMART version that: |
| 64 | - Preserves the original design intent |
| 65 | - Adds a concrete scope, measurable signal, and timeframe |
| 66 | - For experience goals: adds a proxy metric or observation method (e.g., "as measured by playtest sessions showing X behavior" or "validated by a post-session survey score of Y") |
| 67 | - Flags assumptions in brackets: [assumed: D7 retention proxy] [assumed: Q3 milestone] |
| 68 | - Avoids inventing design decisions the team hasn't made |
| 69 | |
| 70 | ### Step 5: Coaching note (optional) |
| 71 | |
| 72 | If the goal reveals a pattern — e.g., all goals are experience-focused with no measurement plan, or all goals are metric-focused with no design intent — add a brief pattern observation. |
| 73 | |
| 74 | --- |
| 75 | |
| 76 | ## Output |