AI Game Design Skill Bundle
A curated bundle of reusable game design skills agent workflows. This repository collects a set of - practical design skills covering:
emotional direction
design decision workflows
player motivation and need audits
prototyping under uncertainty
creative unblockers
FTUE analysis
pitch deck review
Works with every agent that reads SKILL.md — Claude Code, Cursor, Codex CLI, Gemini CLI, GitHub Copilot, Windsurf, OpenClaw, and more.
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What's included
61 skillsAn adversarial design auditor that identifies failure modes and hidden risks in product pitches and game features.
Translates game design concepts into curated visual moodboards, search lanes, and rendered HTML/JPG assets.
Audit game mechanics using Attribution Theory to diagnose unfairness, reduce player churn, and improve feedback loops.
Audit game features and systems using Bartle player archetypes to identify motivational imbalances and friction.
Audit game mechanics, social systems, and monetization through the Big Five personality traits (OCEAN).
Structured game design ideation using formal frameworks like SCAMPER, Lotus Blossom, and Six Thinking Hats.
Extract and audit the repeatable action-feedback-motivation cycle at the heart of your game design.
A deep-dive game design analysis tool using the Koster Method to deconstruct systems, intent, and craft alignment.
Break game design creative blocks using oblique strategies, sideways reframing, and non-linear provocations.
Extract actionable, constraint-driven design pillars by reverse-engineering game mechanics and systems.
A framework for defining and aligning the emotional identity, atmosphere, and sensory vibe of game designs.
Audit and optimize game failure loops to convert player defeat into motivation and mastery.
Diagnose why game mechanics feel unfair and convert player rage into "one more try" motivation.
Extract and audit the core player fantasy from game mechanics and loops to ensure emotional coherence.
Prioritize game features using a strategic evaluation matrix to balance player impact against implementation cost.
Generate five distinct, evaluated design solutions for game mechanics, UX, and live-ops challenges.
Diagnose pacing issues, difficulty cliffs, and boredom plateaus using Flow theory for games and features.
Identify software collaboration archetypes and get tactical response strategies for team friction and toxic patterns.
Architect original RPG systems and mechanics with built-in SRD provenance tracking and licensing compliance.
Generate realistic game development timelines and identify production bottlenecks for indie teams.
Identify team skill gaps, risky role overlaps, and minimum viable team shapes for indie game development.
Transform raw game ideas into actionable, scope-conscious development plans for solo and small indie teams.
Estimate game development costs and budget ranges based on scope, team composition, and milestones.
Audit game systems using the Zeigarnik effect to ensure unfinished tasks create healthy return pull instead of anxiety.
Identify hidden design risks and create high-leverage prototyping plans to resolve game design uncertainty.
Solve game design problems by adapting, extending, and recombining existing systems instead of starting from scratch.
Evaluate game mechanics using cognitive science to identify mismatched mental demands and flow-breaking transitions.
Evaluate game mechanics on systematizing and empathizing axes to predict player appeal and rejection patterns.
Audit and categorize game social features to maximize player satisfaction while minimizing toxicity and social risk.
Audit and rewrite game design objectives using a SMART framework tailored for player experience and behavioral metrics.
Reframes game design roadblocks by simulating unblocked states to discover realistic technical and UX workarounds.
Track game design iterations, document branching decisions, and generate visual SVG evolution maps of your prototypes.
Audit game prototypes to ensure they actually test design risks instead of wasting time on unhelpful polish.
Design and audit prosocial player behavior arcs using a three-phase Setup, Little Loop, and Long Tail framework.
Audit game battle passes for value integrity, progression velocity, reward pacing, and economy impact.
Translate player behavior into motivational value maps to drive personalization, design alignment, and live-ops.
Audit game features to identify how different player segments perceive updates, visibility, and access friction.
Reframe stagnant game states into motivating new challenges, roles, and goals without changing underlying mechanics.
Extract behavioral player personas and design requirements directly from game mechanics and system loops.
Audit game mechanics using psychological frameworks to identify why features feel like chores and how to fix them.
Audit game designs and live-ops using Self-Determination Theory to build sustainable, high-agency player engagement.
Professional audit for game pitch decks to ensure publisher readiness, business logic, and structural clarity.
Audit game mechanics to ensure random systems feel fair, rewarding, and psychologically satisfying to players.
Audit game experiences using the peak-end rule to ensure players remember highs and endings instead of friction.
Generate and evaluate multiple game design solution paths with detailed tradeoff analysis.
Improve your game design by identifying the single most high-leverage element to remove for clarity and focus.
Generates professional one-page game design documents as Markdown, JSON, and visual dark-theme PDFs.
Evaluate game concepts against the novelty spectrum to balance innovation with player expectations.
Audit game features for social depth, coordination cost, and community impact to build meaningful multiplayer experiences.
Stress-test game designs with provocative, ambition-seeking critiques to turn safe mechanics into memorable fantasies.
Design balanced, mathematically sound leaderboard systems and league ladders for games.
Audit game leaderboards for stagnation, unfairness, and engagement gaps to ensure they drive player retention.
Audit game features for KPI bias and measurement blind spots to protect UX and foundational work.
Reverse-engineer game systems by starting from the ideal player experience and mapping the dependencies backward.
Convert vague game design ideas into structured decisions using the Goal, Reality, Options, and Will framework.
Detailed player motivation audit using a 9-archetype taxonomy to identify segment friction and design mismatches.
Transform vague game feature ideas into actionable design goals with clear success criteria and constraints.
Audit game session structures to optimize goal density, immediacy, and player retention across all time horizons.
Audit game onboarding using the Hero's Journey to improve first-session retention and player emotional connection.
Audit game mechanics to separate strategic challenge from harmful friction, dead time, and progression deadlocks.
Diagnose and fix player behavior bottlenecks using the Fogg Behavior Model (Motivation, Ability, Prompt).
See it in action
design red team audit
Example session with this skill installed
Audit this feature: A 'Global Renown' system where players gain points for every action, appearing on a global leaderboard. We want to drive long-term retention and daily active users.
- Read your context and instructions
- Compiled the design red team
- Generated the UI component
I have audited the 'Global Renown' system. The concept is structurally weak as a retention driver.
Design Red Team Audit: Global Renown System
Verdict: Structurally weak
The system relies on a generic accumulation metric that lacks a specific gameplay loop or meaningful choice. It is likely to be perceived as 'background noise' by casual players and an exhausting treadmill by competitive players, leading to burnout rather than retention.
Most Credible Failure Modes
| Failure Mode | Why it happens | Likely Consequence | Early Warning Signs | Possible Mitigation |
|---|---|---|---|---|
| The 'Rich Get Richer' Wall | Early adopters or high-uptime players create an insurmountable lead in the first 72 hours. | New or returning players feel it is impossible to compete, ignoring the system entirely. | Leaderboard gap between top 1% and top 10% grows exponentially in week 1. | Implement seasonal resets or 'velocity' based scoring rather than lifetime totals. |
| Incentive Cannibalization | Players optimize for 'Renown-per-minute' instead of playing the fun parts of the game. | High-value, high-effort content is ignored in favor of repetitive, low-effort 'Renown farming.' | Player heatmaps show heavy clustering in low-level areas; engagement in diverse modes drops. | Weight Renown rewards based on activity difficulty and unique completion bonuses. |
| Feedback Opacity | Gaining points for 'every action' makes the reward feel meaningless and disconnected. | The system fails to provide a dopamine hit; players stop noticing the notifications. | Survey data shows players cannot explain how they earned their last 1,000 points. | Batch notifications; link Renown to specific, high-visibility 'Hero Actions' instead of everything. |
Weak Assumptions
Assumption: Players find global rankings inherently motivating without tiered rewards. (Status alone rarely drives long-term retention in non-hardcore segments).
*
Assumption: The 'Renown' economy won't be exploited by botting or macroing. (If every action counts, the most boring actions will be automated).
What Would Need To Be True
For this to succeed, the system must offer tangible power or utility that does not break the game balance, and it must include catch-up mechanisms that allow late-comers to feel competitive within their specific cohort.
Next steps
- Define 3 specific 'Hero Actions' that grant 80% of the Renown to prevent farming.
- Model the leaderboard spread for a player joining 3 months post-launch.
- Design a tiered 'Leagues' system to replace the single global list.
design-red-team-audit.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
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- 3
Ask your agent to use it
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