Game design principles. GDD structure, balancing, player psychology, progression.
Add this skill
npx mdskills install sickn33/game-designProvides well-organized game design reference material but lacks actionable agent instructions
1---2name: game-design3description: Game design principles. GDD structure, balancing, player psychology, progression.4allowed-tools: Read, Glob, Grep5---67# Game Design Principles89> Design thinking for engaging games.1011---1213## 1. Core Loop Design1415### The 30-Second Test1617```18Every game needs a fun 30-second loop:191. ACTION → Player does something202. FEEDBACK → Game responds213. REWARD → Player feels good224. REPEAT23```2425### Loop Examples2627| Genre | Core Loop |28|-------|-----------|29| Platformer | Run → Jump → Land → Collect |30| Shooter | Aim → Shoot → Kill → Loot |31| Puzzle | Observe → Think → Solve → Advance |32| RPG | Explore → Fight → Level → Gear |3334---3536## 2. Game Design Document (GDD)3738### Essential Sections3940| Section | Content |41|---------|---------|42| **Pitch** | One-sentence description |43| **Core Loop** | 30-second gameplay |44| **Mechanics** | How systems work |45| **Progression** | How player advances |46| **Art Style** | Visual direction |47| **Audio** | Sound direction |4849### Principles5051- Keep it living (update regularly)52- Visuals help communicate53- Less is more (start small)5455---5657## 3. Player Psychology5859### Motivation Types6061| Type | Driven By |62|------|-----------|63| **Achiever** | Goals, completion |64| **Explorer** | Discovery, secrets |65| **Socializer** | Interaction, community |66| **Killer** | Competition, dominance |6768### Reward Schedules6970| Schedule | Effect | Use |71|----------|--------|-----|72| **Fixed** | Predictable | Milestone rewards |73| **Variable** | Addictive | Loot drops |74| **Ratio** | Effort-based | Grind games |7576---7778## 4. Difficulty Balancing7980### Flow State8182```83Too Hard → Frustration → Quit84Too Easy → Boredom → Quit85Just Right → Flow → Engagement86```8788### Balancing Strategies8990| Strategy | How |91|----------|-----|92| **Dynamic** | Adjust to player skill |93| **Selection** | Let player choose |94| **Accessibility** | Options for all |9596---9798## 5. Progression Design99100### Progression Types101102| Type | Example |103|------|---------|104| **Skill** | Player gets better |105| **Power** | Character gets stronger |106| **Content** | New areas unlock |107| **Story** | Narrative advances |108109### Pacing Principles110111- Early wins (hook quickly)112- Gradually increase challenge113- Rest beats between intensity114- Meaningful choices115116---117118## 6. Anti-Patterns119120| ❌ Don't | ✅ Do |121|----------|-------|122| Design in isolation | Playtest constantly |123| Polish before fun | Prototype first |124| Force one way to play | Allow player expression |125| Punish excessively | Reward progress |126127---128129> **Remember:** Fun is discovered through iteration, not designed on paper.130
Full transparency — inspect the skill content before installing.