$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-unknown-unknowns-prototypingDetect 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 design problem, when a mechanic seems interesting but the source of interest is
| 1 | # Game Design Unknown Unknowns Prototyping |
| 2 | |
| 3 | Use prototyping to discover what actually needs to be learned. |
| 4 | |
| 5 | This skill helps map uncertainty, identify likely blind spots, frame prototype questions, choose the cheapest useful prototype type, sequence tests, and define stop criteria. Keep the work practical and decision-oriented. Do not prototype to mimic production. Prototype to expose uncertainty. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | **Preproduction handles known unknowns. Prototyping explores unknown unknowns.** |
| 10 | |
| 11 | That distinction matters. |
| 12 | - **Known unknowns** are questions the team already knows to ask. |
| 13 | - **Unknown unknowns** are hidden design problems, emergent opportunities, and unexpected interactions that only become visible through testing. |
| 14 | |
| 15 | Therefore: |
| 16 | - do not prototype to mimic production |
| 17 | - prototype to expose uncertainty |
| 18 | - prototype to discover what the game might actually be |
| 19 | |
| 20 | ## Knowledge quadrants |
| 21 | |
| 22 | Use these four buckets to classify the state of understanding around a concept. |
| 23 | |
| 24 | ### 1. Known knowns |
| 25 | Things the team is already confident about. |
| 26 | |
| 27 | ### 2. Known unknowns |
| 28 | Things the team already knows it needs to answer. |
| 29 | |
| 30 | ### 3. Unknown knowns |
| 31 | Things the team implicitly knows but has not surfaced. |
| 32 | |
| 33 | ### 4. Unknown unknowns suspects |
| 34 | Things the team cannot yet name directly, but can infer are likely hiding in the concept. |
| 35 | |
| 36 | Read `references/quadrants-and-hiding-places.md` when you need examples of each quadrant or a list of common hiding places for unknown unknowns. |
| 37 | |
| 38 | ## What to produce |
| 39 | |
| 40 | Generate a prototyping plan with these outputs: |
| 41 | |
| 42 | 1. **Concept framing** - what the team thinks the idea is, and where it is still foggy |
| 43 | 2. **Uncertainty map** - what is known, suspected, and unexplored |
| 44 | 3. **Prototype questions** - what must be learned through making and testing |
| 45 | 4. **Prototype sequence** - what order to test things in, and how each test informs the next |
| 46 | 5. **Stop criteria** - when to stop exploring and move toward preproduction or production framing |
| 47 | 6. **Decision record** - what was learned, what died, and what stronger direction emerged |
| 48 | |
| 49 | ## Process |
| 50 | |
| 51 | ### 1. Frame the design space |
| 52 | |
| 53 | Clarify the current idea and its uncertainty surface. |
| 54 | |
| 55 | Ask: |
| 56 | - What is the idea as currently understood? |
| 57 | - What part is conceptually exciting? |
| 58 | - What part is still vague? |
| 59 | - Which part is likely illusion rather than substance? |
| 60 | - Which assumptions are carrying the concept? |
| 61 | - What are we calling the feature today, and is that label prematurely narrowing thinking? |
| 62 | |
| 63 | Write: |
| 64 | - **Current concept** |
| 65 | - **Why it seems promising** |
| 66 | - **Why it is still unclear** |
| 67 | - **Assumptions carrying the concept** |
| 68 | |
| 69 | ### 2. Build an uncertainty map |
| 70 | |
| 71 | Map the concept using the four quadrants. |
| 72 | |
| 73 | Use this format: |
| 74 | |
| 75 | | Quadrant | Items | |
| 76 | |---|---| |
| 77 | | Known knowns | ... | |
| 78 | | Known unknowns | ... | |
| 79 | | Unknown knowns | ... | |
| 80 | | Unknown unknowns suspects | ... | |
| 81 | |
| 82 | Important note: the last row is deliberately phrased as **unknown unknowns suspects**. True unknown unknowns cannot be listed directly. They can only be inferred from where hidden uncertainty is likely to live. |
| 83 | |
| 84 | ### 3. Convert fog into prototype questions |
| 85 | |
| 86 | Turn uncertainty into learning objectives. |
| 87 | |
| 88 | Rule: a prototype question should describe what must be learned, not what must be built. |
| 89 | |
| 90 | Good prototype questions often sound like: |
| 91 | - Can players understand X without explanation? |
| 92 | - Does X create a stronger feeling of Y? |
| 93 | - What breaks first when X is layered with Z? |
| 94 | - Does X reduce friction or merely relocate it? |
| 95 | - Is the fun in A, or in the choice around A? |
| 96 | - What emergent behavior appears when players optimize X? |
| 97 | - What new problem appears after the obvious problem is removed? |
| 98 | |
| 99 | Read `references/prototype-question-patterns.md` when you want more examples of strong versus weak prototype questions. |
| 100 | |
| 101 | Write: |
| 102 | - **Prototype questions** |
| 103 | |
| 104 | ### 4. Identify the right prototype type |
| 105 | |
| 106 | Choose the cheapest artifact that can expose the uncertainty. |
| 107 | |
| 108 | Do not default to a playable digital prototype. Choose the medium based on the unknown. |
| 109 | |
| 110 | Prototype types: |
| 111 | - **Experience prototype** - for feel, rhythm, pacing, emotional response |
| 112 | - **Interaction prototype** - for UI comprehension, decision speed, readability, input behavior |
| 113 | - **Systems prototype** - for simulation, economy, balance, loop interaction |
| 114 | - **Content pipeline prototype** - for production feasibility |
| 115 | - **Wizard-of-Oz or fake-backend prototype** - for testing behavior before full implementation |
| 116 | |
| 117 | Use this format: |
| 118 | |
| 119 | | Prototype Question | Best Prototype Type | Fidelity Needed | Why | |
| 120 | |---|---|---|---| |
| 121 | |
| 122 | Read `referen |