claudecodex

game-design

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

0 on GitHubv0.3.0MITupdated 17 days agoProductivity
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Plugin game-design from marketplace game-design-source in Muratovnik/gamedesign-skills. Commands read from the repo's manifest — 14 days ago.

What it installs

Skills (7)

  • 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, dec

  • 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,

  • 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, learni

  • 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 compl

  • 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 cosmet

  • 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 storag

  • 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

View source on GitHub

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