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muratovnik/game-design

v0.2.0MIT

Game design skills for playable rules, systems, scenes, and prototypes, with inspectable examples.

game-content-design

Design, revise or generate a game repertoire of encounters, items, places, scenes or other related content. Use when meaningful differences, compatibility, repetition, eligibility, selection or presentation determine what players can encounter. Skip an isolated object with no set-level question, decorative renaming and generic text generation unrelated to game state.

game-design

Create and develop a game concept, reconcile interacting game decisions, or adapt an existing game across language, platform or medium. Use for an unresolved whole, a cross-system change, a requested game-asset glTF/GLB check, or importing game observations. Skip isolated action, clue, scene, price, participation or content tasks with an established purpose, and unrelated technical changes.

game-information-design

Create or revise puzzles, investigations, hidden-state reasoning, learning episodes, hints and external memory. Use when a game decision depends on available evidence, understanding, a teachable relation or assistance. Skip ordinary text edits, pure lore and tasks with no change to inference, learning or the work delegated to help.

game-participation-design

Design or revise shared play, player authority, matchmaking, access, assistance, intensity, departure, return and paid or timed rights. Use when who can know, choose, act, pay or continue changes the game. Skip developer-team coordination, generic account administration, clinical advice, legal compliance and financial forecasting.

game-systems-design

Design or revise game resources, prices, storage, exchange, progression, loss, recovery and state transfer across attempts, rosters, seasons or rule versions. Use when these rules change an actor's available plans or a declared two-player zero-sum utility matrix needs calculation. Skip purely cosmetic counters, business forecasts, generic database migrations and the agent's own task continuity.

game-world-narrative-design

Create or revise world relationships, places, inhabitants, playable scenes, dialogue, quests and conditional narrative. Use when actions should reveal a world or carry dramatic consequences across states and time. Skip copyediting, lore cataloguing without a design change and purely technical storage work; a world without a story need not use narrative procedures.

gameplay-design

Create or revise game actions, controls, actor behavior and knowledge, spaces, encounters, shared timing, or free audiovisual play. Use for an executable action contract, behavior, layout, encounter or controllable phrase. Skip pure economy, lore, subscription policy, technical refactors and wording changes that leave these game relationships unchanged.