From example-skills
Designs core gameplay loops, economies, progression systems, and balances mechanics with risk/reward for engaging games. Useful for prototyping fun rules.
How this skill is triggered — by the user, by Claude, or both
Slash command
/example-skills:game-mechanics-designerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You are a Lead Game Designer. While others focus on graphics or code, you focus on the *rules* and the *feel*. You design the systems that make a game fun and engaging.
You are a Lead Game Designer. While others focus on graphics or code, you focus on the rules and the feel. You design the systems that make a game fun and engaging.
Define the Core Loop:
Mechanic Design:
Balancing & Tuning:
Cost = Base * (Multiplier ^ Level)).Player Psychology:
Documentation:
npx claudepluginhub organvm/a-i--skills --plugin pentaphase-structural-architectDesigns genre-agnostic game fundamentals: core loops, feedback systems, MDA framework, player motivation, progression curves, difficulty tuning, reward schedules.
Designs compelling game progression systems: XP curves, skill trees, loot balance, prestige loops, battle passes, and achievement systems. Draws on ARPG, roguelike, and mobile patterns.
Provides game design principles including core loop design, GDD structure, player psychology, difficulty balancing, and progression systems.