game-design
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SKILL.md
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Game Design Principles
Design thinking for engaging games.
1. Core Loop Design
The 30-Second Test
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
Loop 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 | 30-second gameplay |
| 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
| 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 | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
4. Difficulty Balancing
Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
Balancing 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.
Source
git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/game-design/SKILL.mdView on GitHub Overview
This skill teaches how to craft compelling games using a structured GDD, a strong core loop, player psychology, and clear progression. It covers practical layouts, balancing techniques, and anti-patterns to avoid, enabling products that feel deliberate and fun.
How This Skill Works
It breaks design into concrete components: Core Loop, GDD sections, progression, and balancing. Designers outline a 30-second loop, map motivation types, and choose reward schedules. Then they iterate with playtests to tune flow and reduce friction.
When to Use It
- Starting a new game or feature and defining scope with a living GDD
- Tuning difficulty to keep players in flow without frustration
- Designing or refining the core loop for sustained engagement
- Drafting or updating a GDD to communicate vision to stakeholders
- Testing with players to validate progression, pacing, and rewards
Quick Start
- Step 1: Define Pitch and Core Loop in your GDD
- Step 2: Map player motivations and plan a reward schedule
- Step 3: Outline progression types and prepare a basic balance plan for the first playtest
Best Practices
- Keep the GDD living and updated regularly
- Use visuals to communicate mechanics and progression clearly
- Start small; avoid over-scoping the initial design
- Center on a tight 30-second core loop for immediate feedback
- Prioritize constant playtesting and data-driven balance
Example Use Cases
- Platformer core loop: Run → Jump → Land → Collect
- GDD structure: Pitch, Core Loop, Mechanics, Progression, Art Style
- Motivation types: Achiever, Explorer, Socializer, Killer
- Reward schedules: Fixed, Variable, Ratio
- Progression types: Skill, Power, Content, Story
Frequently Asked Questions
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