Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks…
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
Direct game art and creative vision. Turn GAMEDESIGN into a production-level ARTDIRECTION defining a recognizable visual style, camera and composition, world and character grammar, functional colour/light/material, HUD feedback, motion and transition specs, audio direction, and a signature moment for every screen and…
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCEBIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a…
A structured method for turning a one-sentence game idea into a testable design plan, covering player actions, the core loop, scope, assumptions, and validation.
A game-design document writer that turns research, game ideas, player goals, testing plans, diagrams, and production limits into proposals, design documents, or funding pitches.
A guide for turning game-experience questions into short, measurable experiments. Experience density means how many meaningful choices or events a player encounters over time.
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such…
Design a complete leaderboard system from scratch for a game, feature, or competitive mode. Covers group structure, league ladder, round cadence, reward brackets, score design, group composition, and top-of-ladder sustainability. Use when starting a new competitive feature, when a basic leaderboard needs a full…
Audit an existing or proposed premium pass (battle pass, season pass) for value proposition integrity, progression health, free track balance, reward pacing, engagement loop quality, and economy impact. Use when evaluating a pass before launch, diagnosing why a pass is underperforming, reviewing a competitor's pass…
The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content. Engine-agnostic; tuned for procedural / AI-authored…
Use when bringing any system — visual (terrain/biome/dungeon/town/castle/character/enemy/NPC/spell-fx), systemic (balance/economy/difficulty), or narrative (lore/quests) — up to fidelity with its intended target through repeated cycles, in any engine. Covers the generic Reference → Diff → Prioritize →…
Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the fanfic/retell test (is it worth retelling), a…
Review a design artifact (GDD / vision / ADR / mechanic spec / prototype doc / any design document) through 100 game design lenses. Auto-picks 3-5 most relevant lenses based on artifact type, outputs multi-angle insights + multiple directions with explicit trade-offs (no single prescribed answer). Hedged tone, not…
Mod Balance Design & Scaling Index for Self-Made Mods — Production-grade evidence-backed analysis harness for game modding balance and scaling. Use this skill whenever the user asks about mod balance, scaling design, power curve analysis, economy consistency in mods, difficulty curves, mod compatibility, or needs to…
Use when briefing concept artists for a game, film, or animation production — designing a concept art brief that specifies visual direction, reference materials, deliverable formats, tone keywords, and technical requirements to align art direction before production begins.
AIGD Phase 4 · finalize and generate the handoff package. Use this when, after a system is finalized in playtesting, you want to generate the interface contract, acceptance cases, (as needed) art/client/server docs, and the designer-facing acceptance checklist. Produces platform-agnostic handoff artifacts that…
AIGD · UI screenshot → UI DSL (knowledge-base capture / tool 1). Use this when you want to turn a game UI screenshot (a competitor's or your own) into structured md (type/hierarchy/geometry/interaction/state), so uirender.py can restore it to a wireframe and it can be accumulated into the patterns/UI-paradigm…
AIGD (AI Game Design) main entry / orchestrator. Use this when the user wants to start a game project from scratch, is unsure which phase to use, wants to survey or advance the entire development pipeline, or needs to maintain the project spine (project charter / manifest). This skill only does "read the spine → judge…