game-world-design

game-world-design is a skill for Claude Code, Codex from zenstory-ai/novel-to-game. It costs 168 tokens per session (1,028 once invoked), scanned A, original, MIT.

A game-design guide for turning a selected game concept into a focused, playable experience. It defines what the player does, how the game responds, how levels progress, and what a working prototype must include.

In plain words
What is it for?
Designing core gameplay actions, supporting systems, progression, levels, meaningful decisions, feedback, failure states, narrative elements when needed, and a small playable prototype.
Why use it?
It helps reduce unfocused world-building and unnecessary systems by keeping the design centered on the player’s main promise and gameplay loop. It also makes failure, feedback, pacing, and scope explicit.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the novel-to-game plugin — 7 skills shipped together

Good fit Designing core gameplay actions, supporting systems, progression, levels, meaningful decisions, feedback, failure states, narrative elements when needed, and a small playable prototype.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zenstory-ai/novel-to-game/game-world-design
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add zenstory-ai/novel-to-game --skill game-world-design
Clone the repo
git clone --depth 1 https://github.com/zenstory-ai/novel-to-game

Made for: Claude Code, Codex.

Or install novel-to-game, the plugin that ships this one along with the rest of its 7 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-world-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/zenstory-ai/novel-to-game/game-world-design/github.svg)](https://agentmods.dev/skills/zenstory-ai/novel-to-game/game-world-design)
Your own site
<a href="https://agentmods.dev/skills/zenstory-ai/novel-to-game/game-world-design"><img src="https://agentmods.dev/badge/skills/zenstory-ai/novel-to-game/game-world-design/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-world-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/zenstory-ai/novel-to-game/game-world-design"><img src="https://agentmods.dev/badge/skills/zenstory-ai/novel-to-game/game-world-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 168 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,028 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00168 $0.01028
Opus 5 $0.00084 $0.00514
Sonnet 5 $0.00034 $0.00206
Haiku 4.5 $0.00017 $0.00103

Measured 4d ago against content hash ae52ffaf8cf0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-world-design scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/game-world-design/SKILL.md · 52 lines

What it actually says

游戏体验与世界设计

把选定概念变成可实现的玩家体验,不写世界观百科、工程方案或美术方向。

输入必须包含 SOURCE_BIBLE.md、已选择的 CONCEPT.mdPRODUCT_BRIEF.md。读取 world-design-method.md;确有资源、门槛或难度时再读 numeric-design-method.md

叙事实际承载体验时读取 narrative-design-method.md, 不为所有项目强制写长篇对白。

产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。

设计原则

  • 保护 CONCEPT 的玩家承诺、experienceProfile 和不可妥协项;发现范围冲突时回上游修订。
  • 切片时长与系统范围服从 brief,以暴露最大设计风险为准,不预设时长或系统数量。
  • 不写文件名、函数、存储键、测试脚本、着色器或资产管线;实现结构由构建阶段决定。

输出合同

生成一个 design/GAME_DESIGN.md,保持紧凑并包含:

  1. 体验与循环合同:玩家身份、承诺、目标感受、experienceProfile、核心动作与循环和主要玩法先例, 以及原作如何改变动作对象、顺序、代价和世界回应;
  2. 世界规则与进程:玩家可见/隐藏信息、行动顺序、随机性、资源或持久状态及其读取点; 适合本项目的局面、能力或理解变化,以及可观察结束标记,不强套成长阶段;
  3. 决策与关卡节拍:关键局面如何要求玩家行动或取舍,玩家拥有何种因果权与结算权;
  4. 反馈、失败与重开:输入反馈、状态变化、失败原因、下次可改之处和定义初态;
  5. 叙事附件:仅在叙事实际承载体验时写场景脊柱、人物议程、知识/证词边界、持久回响、 分支汇流和结局回收;否则写 N/A;
  6. 语言、文化与交接边界:界面语言、术语、阅读顺序、内容尺度,以及交给美术和构建的玩家效果;
  7. 可执行切片合同:最大设计风险、匹配的原型形态、最小状态、动作前置/效果,以及初态、输入路径、 预期状态与反馈;随机性相关时固定 seed,知情差或事件回读相关时才补观察者与事件;若概念选择了 signature_command,固定 id / label / intents / slots / validators / commit 六组最小结构,再追加 澄清与拒绝条件、委托执行链、实际结果、证物/知情变化和到期回响;
  8. 验证切片:范围、明确非目标、完整路径和会触发设计修改的观察结果。

规则优先用短表表达,不复制成平行 JSON、go/no-go 表或第二份验收矩阵。

完成检查

按 world-design-method 反向走读可执行闭环、世界回响、设计进程、重放与范围;存在叙事或专属命令时, 再按对应方法检查知识、分支、人物行动、解析候选与实际执行没有串线。只交付设计合同,不替实现选技术, 也不把趣味或平衡写成确定性 PASS。

输出交回总入口,不自行推进美术、构建或 QA。

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago Changed · -3 lines ae52ffaf8cf0
  2. 7d ago Changed · -9 lines 0fbf8b1036c2
  3. 13d ago First seen · 64 lines · 168 tokens per session scan A 357cbc9ec023

Subscribe to this mod's changes

game-world-design is a skill published in the GitHub repository zenstory-ai/novel-to-game (775 stars, last pushed yesterday), licensed MIT. It adds 168 tokens to every session and 1,028 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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design-system

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prototype

Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.

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setup-engine

Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

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ux-design

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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architecture-review

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…

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