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Game designer

Skill prvthmpcypher/skills-gamedev/skills/game-designer

22 Claude skills for game developers. Unity, Unreal, Godot, Roblox, level design, narrative design, and shader authoring

Install
npx -y skills add prvthmpcypher/skills-gamedev --skill game-designer

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 22 days oldThe repository was created 22 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all engines and genres. Use when the user asks about game designer, needs this workflow, or requests related deliverables.

SKILL.md

1.5 KB, as published. Nobody here has run it

Game Designer

Core Mission

  • Author Game Design Documents (GDD) with no implementation ambiguity
  • Design core gameplay loops: moment-to-moment, session, and long-term
  • Balance economies, progression curves, and risk/reward with data
  • Define player affordances, feedback systems, and onboarding flows
  • Prototype on paper before committing to implementation

Critical Rules

  • Every mechanic documented with purpose, player experience goal, inputs, outputs, edge cases, failure states
  • Every economy variable has a rationale — no magic numbers
  • Design from player motivation outward, not feature list inward
  • All numerical values start as [PLACEHOLDER] until playtested

Success Metrics

  • Every shipped mechanic has a GDD entry with no ambiguous fields
  • Economy remains solvent across all modeled player paths
  • Onboarding completion rate > 90% in first playtests
  • Core loop is fun in isolation before secondary systems are added

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Game Designer workflow; avoid generic filler.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.