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Stanestane/game-design-skills-bundle
A public OpenClaw and ClawHub-ready bundle of game design skills for emotional direction, feature workflows, audits, FTUE, pitch decks, prototyping, and red-team design review.
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
View weekly changes
design-red-team-audit/SKILL.md
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emotional-canvas-moodboard/SKILL.md
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game-design-attribution-audit/SKILL.md
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game-design-bartle-archetype-audit/SKILL.md
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game-design-big-five-personality-audit/SKILL.md
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game-design-brainstorm-methods/SKILL.md
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game-design-core-loop-extractor/SKILL.md
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game-design-craft-critique/SKILL.md
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game-design-creative-unblocker/SKILL.md
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game-design-design-pillars-extractor/SKILL.md
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game-design-emotional-canvas/SKILL.md
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game-design-failure-loop-audit/SKILL.md
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game-design-fairness-frustration-audit/SKILL.md
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game-design-fantasy-extractor/SKILL.md
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game-design-feature-prioritization/SKILL.md
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game-design-five-options/SKILL.md
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game-design-flow-audit/SKILL.md
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game-design-fogg-behavior-audit/SKILL.md
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game-design-friction-journey-audit/SKILL.md
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game-design-ftue-hero-journey-audit/SKILL.md
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game-design-goal-density-and-immediacy-audit/SKILL.md
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game-design-goal-framing/SKILL.md
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game-design-granular-player-motivation-audit/SKILL.md
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game-design-grow-design/SKILL.md
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game-design-ideal-outcome-backcasting/SKILL.md
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game-design-kpi-coverage-audit/SKILL.md
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game-design-leaderboard-audit/SKILL.md
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game-design-leaderboard-builder/SKILL.md
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game-design-molyneux-lens/SKILL.md
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game-design-multiplayer-feature-audit/SKILL.md
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game-design-novelty-spectrum-audit/SKILL.md
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game-design-one-page-design-doc/SKILL.md
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game-design-one-thing-to-remove/SKILL.md
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game-design-option-generation/SKILL.md
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game-design-peak-end-audit/SKILL.md
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game-design-perceived-randomness-audit/SKILL.md
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game-design-pitch-deck-audit/SKILL.md
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game-design-player-motivation-audit/SKILL.md
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game-design-player-need-satisfaction-audit/SKILL.md
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game-design-player-persona-extractor/SKILL.md
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game-design-player-perspective-reframe/SKILL.md
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game-design-player-segment-perception-audit/SKILL.md
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game-design-player-values-mapper/SKILL.md
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game-design-premium-pass-audit/SKILL.md
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game-design-prosocial-session-chapters/SKILL.md
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game-design-prototype-intent-audit/SKILL.md
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game-design-prototyping-companion/SKILL.md
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game-design-roadblock-reframing/SKILL.md
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game-design-smart-goal-audit/SKILL.md
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game-design-social-satisfaction-matrix/SKILL.md
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game-design-systematizing-empathizing-audit/SKILL.md
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game-design-thinking-fast-and-slow-audit/SKILL.md
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game-design-transformative-reuse/SKILL.md
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game-design-unknown-unknowns-prototyping/SKILL.md
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game-design-zeigarnik-effect-audit/SKILL.md
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game-dev-budget-estimator/SKILL.md
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game-dev-first-steps/SKILL.md
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game-dev-team-gap/SKILL.md
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game-dev-time-estimator/SKILL.md
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moodboard-generator/SKILL.md
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open-rpg-system-designer/SKILL.md
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software-team-conflict-patterns/SKILL.md
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Heat
2.5- Star growth, last 7 daysNot available
- Star growth, last 24 hoursNot available
- Rank movement, last 7 daysNot available
- Commits, last 30 daysNot available
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekNot available
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
30-day change not yet available: not enough history.
Individual skills in this repository
- design-red-team-audit
design-red-team-audit - emotional-canvas-moodboard
emotional-canvas-moodboard - game-design-attribution-audit
game-design-attribution-audit - game-design-bartle-archetype-audit
game-design-bartle-archetype-audit - game-design-big-five-personality-audit
game-design-big-five-personality-audit - game-design-brainstorm-methods
game-design-brainstorm-methods - game-design-core-loop-extractor
game-design-core-loop-extractor - game-design-craft-critique
game-design-craft-critique - game-design-creative-unblocker
game-design-creative-unblocker - game-design-design-pillars-extractor
game-design-design-pillars-extractor - game-design-emotional-canvas
game-design-emotional-canvas - game-design-failure-loop-audit
game-design-failure-loop-audit - game-design-fairness-frustration-audit
game-design-fairness-frustration-audit - game-design-fantasy-extractor
game-design-fantasy-extractor - game-design-feature-prioritization
game-design-feature-prioritization - game-design-five-options
game-design-five-options - game-design-flow-audit
game-design-flow-audit - game-design-fogg-behavior-audit
game-design-fogg-behavior-audit - game-design-friction-journey-audit
game-design-friction-journey-audit - game-design-ftue-hero-journey-audit
game-design-ftue-hero-journey-audit - game-design-goal-density-and-immediacy-audit
game-design-goal-density-and-immediacy-audit - game-design-goal-framing
game-design-goal-framing - game-design-granular-player-motivation-audit
game-design-granular-player-motivation-audit - game-design-grow-design
game-design-grow-design - game-design-ideal-outcome-backcasting
game-design-ideal-outcome-backcasting - game-design-kpi-coverage-audit
game-design-kpi-coverage-audit - game-design-leaderboard-audit
game-design-leaderboard-audit - game-design-leaderboard-builder
game-design-leaderboard-builder - game-design-molyneux-lens
game-design-molyneux-lens - game-design-multiplayer-feature-audit
game-design-multiplayer-feature-audit - game-design-novelty-spectrum-audit
game-design-novelty-spectrum-audit - game-design-one-page-design-doc
game-design-one-page-design-doc - game-design-one-thing-to-remove
game-design-one-thing-to-remove - game-design-option-generation
game-design-option-generation - game-design-peak-end-audit
game-design-peak-end-audit - game-design-perceived-randomness-audit
game-design-perceived-randomness-audit - game-design-pitch-deck-audit
game-design-pitch-deck-audit - game-design-player-motivation-audit
game-design-player-motivation-audit - game-design-player-need-satisfaction-audit
game-design-player-need-satisfaction-audit - game-design-player-persona-extractor
game-design-player-persona-extractor - game-design-player-perspective-reframe
game-design-player-perspective-reframe - game-design-player-segment-perception-audit
game-design-player-segment-perception-audit - game-design-player-values-mapper
game-design-player-values-mapper - game-design-premium-pass-audit
game-design-premium-pass-audit - game-design-prosocial-session-chapters
game-design-prosocial-session-chapters - game-design-prototype-intent-audit
game-design-prototype-intent-audit - game-design-prototyping-companion
game-design-prototyping-companion - game-design-roadblock-reframing
game-design-roadblock-reframing - game-design-smart-goal-audit
game-design-smart-goal-audit - game-design-social-satisfaction-matrix
game-design-social-satisfaction-matrix - game-design-systematizing-empathizing-audit
game-design-systematizing-empathizing-audit - game-design-thinking-fast-and-slow-audit
game-design-thinking-fast-and-slow-audit - game-design-transformative-reuse
game-design-transformative-reuse - game-design-unknown-unknowns-prototyping
game-design-unknown-unknowns-prototyping - game-design-zeigarnik-effect-audit
game-design-zeigarnik-effect-audit - game-dev-budget-estimator
game-dev-budget-estimator - game-dev-first-steps
game-dev-first-steps - game-dev-team-gap
game-dev-team-gap - game-dev-time-estimator
game-dev-time-estimator - moodboard-generator
moodboard-generator - open-rpg-system-designer
open-rpg-system-designer - software-team-conflict-patterns
software-team-conflict-patterns
How it works
design-red-team-audit
When your agent uses it
Adversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible reasons it would fail. Use when pressure-testing a concept before production, performing a pre-mortem, challenging a feature that sounds good on paper, exposing blind spots in design thinking, or getting a hostile-but-constructive critique with concrete failure mechanisms and de-risking moves.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
1,434 tokensWhen the skill is activated
Reference documents
1,001 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Purpose
- Working stance
- Inputs
- Audit lenses
- Output format
- References
- Style rules
- Working principle
Files
SKILL.mdcore6,709 bytesreferences/examples.mddoc1,246 bytesreferences/workflow.mddoc3,380 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubemotional-canvas-moodboard
When your agent uses it
Turn a game-design emotional canvas into a curated visual moodboard by deriving image-search queries, gathering a candidate pool from the internet, saving the files locally, rejecting weak references, and rendering both an HTML board and a flattened JPG board. Use when a user wants a moodboard from an emotional canvas, wants visual references for a game concept, or wants a reusable workflow that turns emotional direction into search terms, downloaded image files, and a tastefully curated presentation-ready board.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
2,054 tokensWhen the skill is activated
Reference documents
1,228 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Core rule
- Workflow
- Using the bundled script
- Sample concept seed
- Reference files
- Working principle
- Working principle
Scripts executed separately
scripts/download_urls.pyscripts/render_moodboard.py
Files
SKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesSKILL.mdcore9,549 bytesreferences/sample-emotional-canvas.mddoc2,846 bytesreferences/search-patterns.mddoc2,984 bytesscripts/download_urls.pyruns1,798 bytesscripts/render_moodboard.pyruns6,275 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-attribution-audit
When your agent uses it
Audit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing perceived unfairness, learned helplessness, rage, or churn after losses; or identifying where clarity, control, and feedback are too weak for healthy learning.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
1,541 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Attribution lenses
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore7,160 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-bartle-archetype-audit
When your agent uses it
Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or why engagement is uneven across different player motivations.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
1,589 tokensWhen the skill is activated
Reference documents
650 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore7,265 bytesreferences/bartle-notes.mddoc1,800 bytesreferences/failure-patterns.mddoc1,326 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-big-five-personality-audit
When your agent uses it
Audit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when evaluating which personality-style preferences a design feels comfortable for, which kinds of players it energizes or exhausts, how much structure, novelty, social intensity, conflict, or emotional pressure it creates, or when you need a personality-fit lens that is different from archetype or motivation-segment frameworks.
What it loads into context
Frontmatter
137 tokensAlways available to the agent
SKILL.md
2,244 tokensWhen the skill is activated
Reference documents
1,278 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Start with the reference notes
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore10,477 bytesreferences/big-five-notes.mddoc6,008 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-brainstorm-methods
When your agent uses it
Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a method such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible Idea, forced connections, Lotus Blossom, or a morphological matrix.
What it loads into context
Frontmatter
111 tokensAlways available to the agent
SKILL.md
964 tokensWhen the skill is activated
Reference documents
1,512 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore4,418 bytesreferences/method-patterns.mddoc2,901 bytesreferences/method-selection.mddoc3,347 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-core-loop-extractor
When your agent uses it
Extract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation. Use when a team can list mechanics but cannot clearly articulate the repeatable loop that drives engagement, when a pitch sounds like disconnected features, when a design document lacks loop clarity, or when you need to test whether the claimed loop is coherent, rewarding, and structurally complete.
What it loads into context
Frontmatter
94 tokensAlways available to the agent
SKILL.md
1,440 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore6,715 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-craft-critique
When your agent uses it
Critically analyze an existing, shipped, third-party or competitor game for craft lessons, using a layered method (adapted from Raph Koster's "How I Analyze a Game") that separates a game's systems from its surface experience, guesses the intent behind each layer, and checks whether those intents actually line up. Use this whenever the user wants to study a released game, competitor title, or reference game in depth -- not just describe it, but understand why it's built the way it is and what to steal from it. Trigger on requests like "analyze [game]", "break down how [game] works", "what can we learn from [game]", "why does [game] feel so good/bad", or "study this competitor game." This is a game-study tool aimed at OTHER people's games, distinct from the feature-pitch and own-design audits elsewhere in this bundle -- though it also works as a systems-vs-experience alignment gut check on your own game once both layers exist enough to compare.
What it loads into context
Frontmatter
217 tokensAlways available to the agent
SKILL.md
2,241 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- When this is (and isn't) the right tool
- Workflow
- Output shape
Files
SKILL.mdcore10,337 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-creative-unblocker
When your agent uses it
Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops idea, UX flow, FTUE, economy layer, or prototype feels stale, overthought, equally uninspired in every direction, or trapped in circular discussion. Best when the team needs jolts, detours, provocations, and weird-but-useful next directions rather than another sensible framework.
What it loads into context
Frontmatter
102 tokensAlways available to the agent
SKILL.md
946 tokensWhen the skill is activated
Reference documents
993 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Working stance
- What to produce
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore4,128 bytesreferences/oblique-prompts.mddoc2,408 bytesreferences/usage-notes.mddoc1,401 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-design-pillars-extractor
When your agent uses it
Extract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes. Use when a team can describe mechanics but cannot clearly articulate the principles those mechanics serve, when pillars are vague, generic, or contradictory, or when you need a sharper set of tradeoff-driven pillars that can guide decisions and cut features.
What it loads into context
Frontmatter
89 tokensAlways available to the agent
SKILL.md
1,296 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore6,086 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-emotional-canvas
When your agent uses it
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, aligning art/audio/narrative around one emotional promise, or reviewing whether new content reinforces or dilutes the intended mood.
What it loads into context
Frontmatter
94 tokensAlways available to the agent
SKILL.md
1,391 tokensWhen the skill is activated
Reference documents
847 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Working stance
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore6,670 bytesreferences/examples.mddoc2,110 bytesreferences/prompts.mddoc1,674 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-failure-loop-audit
When your agent uses it
Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment, retry structure, and post-failure recovery.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
1,569 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore7,326 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-fairness-frustration-audit
When your agent uses it
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, or why a design remains technically functional yet still produces anger, blame, or refusal to retry.
What it loads into context
Frontmatter
86 tokensAlways available to the agent
SKILL.md
1,471 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore6,985 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-fantasy-extractor
When your agent uses it
Extract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become. Use when a team can describe mechanics but cannot clearly articulate the fantasy those mechanics are supposed to deliver, when a concept feels emotionally vague, when a pitch names features instead of a player promise, or when you need to test whether the claimed fantasy is real, weak, conflicted, or absent.
What it loads into context
Frontmatter
102 tokensAlways available to the agent
SKILL.md
1,489 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore7,170 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-feature-prioritization
When your agent uses it
Prioritize game design feature options by comparing expected impact, implementation cost, strategic fit, and roadmap context. Use when choosing between competing feature ideas, deciding what to do now versus later, ranking solution paths after ideation, or identifying which option is best immediately and which is better long-term.
What it loads into context
Frontmatter
70 tokensAlways available to the agent
SKILL.md
631 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,808 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-five-options
When your agent uses it
Generate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge. Use when several ideas already exist, when a team needs broader comparison before choosing, or when one favorite answer is dominating too early and better alternatives may be getting ignored.
What it loads into context
Frontmatter
70 tokensAlways available to the agent
SKILL.md
535 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,433 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-flow-audit
When your agent uses it
Audit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliffs, dead zones, or pacing drift, or identifying where a design stops feeling absorbing and starts feeling exhausting or empty.
What it loads into context
Frontmatter
87 tokensAlways available to the agent
SKILL.md
1,336 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore6,339 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-fogg-behavior-audit
When your agent uses it
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.
What it loads into context
Frontmatter
91 tokensAlways available to the agent
SKILL.md
1,189 tokensWhen the skill is activated
Reference documents
830 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Response structure
- Strong use cases
- Weaker use cases
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore5,699 bytesreferences/fogg-notes.mddoc1,791 bytesreferences/game-examples.mddoc2,127 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-friction-journey-audit
When your agent uses it
Audit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when evaluating whether constraints, waiting, confusion, resource pressure, or multi-step dependencies are creating strategy, tension, frustration, or deadlock.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,511 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore7,106 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-ftue-hero-journey-audit
When your agent uses it
Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-session emotional hooks, mentor/tutorial character usage, first meaningful action, or whether an FTUE makes the player feel like the hero of the experience rather than a passive victim of UX chores.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,487 tokensWhen the skill is activated
Reference documents
861 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Audit lens
- What to produce
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore6,828 bytesreferences/failure-patterns.mddoc1,394 bytesreferences/hero-journey-ftue-notes.mddoc2,802 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-goal-density-and-immediacy-audit
When your agent uses it
Audit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping points, and return triggers. Use when evaluating whether players can quickly find something meaningful to do, whether the game offers enough short-term, mid-term, and long-term goals, whether session lengths are flexible enough for real player schedules, or why a game feels aimless, overwhelming, or unable to fit into fragmented playtime.
What it loads into context
Frontmatter
115 tokensAlways available to the agent
SKILL.md
1,957 tokensWhen the skill is activated
Reference documents
644 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore9,013 bytesreferences/failure-patterns.mddoc1,257 bytesreferences/goal-density-notes.mddoc2,023 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-goal-framing
When your agent uses it
Turn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cannot explain why something should exist, when success is unclear, or when a concept needs a stronger goal before ideation, evaluation, or prototyping.
What it loads into context
Frontmatter
80 tokensAlways available to the agent
SKILL.md
621 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,728 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-granular-player-motivation-audit
When your agent uses it
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 as Steady Advancers, Curious Solvers, Competitive Achievers, Imaginative Creators, Strategic Leaders, Immersed Storywriters, Reward Seekers, Passionate Belongers, and Category Enthusiasts; when translating player research into practical design recommendations; or when you need a more nuanced alternative to a simple Bartle-style motivation read.
What it loads into context
Frontmatter
146 tokensAlways available to the agent
SKILL.md
3,740 tokensWhen the skill is activated
Reference documents
2,722 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Start with the source notes
- Motivation themes in this taxonomy
- Archetypes
- Use the doc, not generic intuition
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesSKILL.mdcore17,592 bytesreferences/granular-taxonomy-notes.mddoc12,104 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-grow-design
When your agent uses it
Evaluate game features, feature pitches, live-ops ideas, UX changes, economy changes, roadmap choices, retention initiatives, monetization initiatives, and ambiguous design problems using the GROW model: Goal, Reality, Options, Will. Use when a team needs structure, clearer decision-making, better option generation, explicit tradeoff analysis, or a concrete recommendation and next-step plan instead of circular discussion.
What it loads into context
Frontmatter
89 tokensAlways available to the agent
SKILL.md
1,698 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore7,904 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-ideal-outcome-backcasting
When your agent uses it
Start from the ideal player-facing result and work backward to the design steps, systems, and decisions required to reach it. Use when a team knows the kind of experience it wants but not how to structure the path there, when redesigning a feature around a stronger destination, or when clarifying what must be true for a concept to feel successful.
What it loads into context
Frontmatter
82 tokensAlways available to the agent
SKILL.md
597 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,704 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-kpi-coverage-audit
When your agent uses it
Audit a game feature, roadmap candidate, UX improvement, support system, connective-tissue feature, or quality-of-life change for KPI coverage bias and measurement blind spots. Use when a team is overvaluing only directly attributable metrics, neglecting foundational work that is hard to measure, or struggling to justify features whose value is real but not cleanly tied to one headline KPI.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
1,073 tokensWhen the skill is activated
Reference documents
933 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore5,152 bytesreferences/blind-spot-patterns.mddoc1,618 bytesreferences/recommendation-patterns.mddoc1,134 bytesreferences/value-types.mddoc1,905 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-leaderboard-audit
When your agent uses it
Audit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket design, group composition fairness, and top-of-ladder sustainability. Use when evaluating a leaderboard that feels flat, unfair, or disengaging; when reviewing a competitive feature before launch; or when diagnosing why a leaderboard isn't driving expected engagement or retention.
What it loads into context
Frontmatter
88 tokensAlways available to the agent
SKILL.md
2,461 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore11,572 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-leaderboard-builder
When your agent uses it
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 redesign, or when a team needs a concrete leaderboard specification to build from. Always asks intake questions before designing — and offers sensible defaults if the designer doesn't have answers yet.
What it loads into context
Frontmatter
103 tokensAlways available to the agent
SKILL.md
3,839 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Phase 1: Intake — ask these questions before proceeding
- Phase 2: Confirm inputs before designing
- Phase 3: Design the leaderboard system
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore18,372 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-molyneux-lens
When your agent uses it
Stress-test a game concept, feature, system, or pitch through a deliberately provocative, ambition-seeking design lens inspired by Peter Molyneux-style overstatement. Use when a concept feels too safe, too polite, under-fantasized, mechanically competent but emotionally weak, or in need of sharp provocations that push fantasy, reactivity, and memorable moments before being grounded back into reality.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,388 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Tone rules
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore6,411 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-multiplayer-feature-audit
When your agent uses it
Audit a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design. Use when evaluating collaboration, competition, collaborate-to-compete structures, matchmaking, guilds/clubs, synchronous versus asynchronous play, realtime constraints, depth of social interaction, community formation, vanity/status systems, or how to add social play to a mostly single-player game.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
2,286 tokensWhen the skill is activated
Reference documents
953 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore11,064 bytesreferences/social-design-dimensions.mddoc4,514 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-novelty-spectrum-audit
When your agent uses it
Evaluate a game design, feature proposal, system concept, pitch, or prototype on the novelty spectrum between too familiar and too novel. Use when assessing whether a concept has enough differentiation, whether it violates player expectations too strongly, how it balances familiarity and innovation, or whether its innovation pattern is best understood as incremental innovation, recombination, simplification, or a more radical break from established mental models.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,161 tokensWhen the skill is activated
Reference documents
1,827 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore5,756 bytesreferences/innovation-patterns.mddoc3,476 bytesreferences/mental-model-layers.mddoc3,396 bytesreferences/verdict-scale.mddoc2,546 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-one-page-design-doc
When your agent uses it
Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable design summary, or compact game concept sheet that captures identity, pillars, summary, features, interface, aesthetic direction, sound, audience, platform, and milestone plan on a single page.
What it loads into context
Frontmatter
82 tokensAlways available to the agent
SKILL.md
1,590 tokensWhen the skill is activated
Reference documents
689 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Visual design
- Default section structure
- Process
- Output expectations
- Response structure
- References
- Working principle
Scripts executed separately
scripts/render_one_page_gdd.py
Files
SKILL.mdcore6,961 bytesSKILL.mdcore6,961 bytesSKILL.mdcore6,961 bytesSKILL.mdcore6,961 bytesSKILL.mdcore6,961 bytesSKILL.mdcore6,961 bytesreferences/example-input.jsonasset1,773 bytesreferences/family-conventions.mddoc1,653 bytesreferences/source-notes.mddoc1,543 bytesscripts/render_one_page_gdd.pyruns11,783 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-one-thing-to-remove
When your agent uses it
Identify the single highest-leverage thing to remove from a game design, feature, system, UX flow, pitch, roadmap item, or prototype in order to improve it significantly. Use when a design feels bloated, muddy, overengineered, overly tutorialized, friction-heavy, or diluted by low-value mechanics, and you want a subtractive critique with rationale, tradeoffs, and a cleaner alternative.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
989 tokensWhen the skill is activated
Reference documents
1,154 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore4,609 bytesreferences/evaluation-patterns.mddoc2,262 bytesreferences/removal-lenses.mddoc3,386 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-option-generation
When your agent uses it
Generate multiple game design solution paths before committing to one direction. Use when a feature, live-ops idea, UX problem, economy issue, or design challenge feels too quickly narrowed, when a team is looping around one favorite answer, or when you need several credible options with tradeoffs instead of a single premature recommendation.
What it loads into context
Frontmatter
72 tokensAlways available to the agent
SKILL.md
625 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,857 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-peak-end-audit
When your agent uses it
Audit a game, feature, session, level, event, onboarding flow, reward sequence, or return-player experience through the lens of the peak-end rule. Use when evaluating which moments players are most likely to remember, whether the emotional high points are strong enough, whether endings, exits, and completions leave the right aftertaste, or why an experience with decent average quality is still remembered as flat, frustrating, or unexpectedly great.
What it loads into context
Frontmatter
98 tokensAlways available to the agent
SKILL.md
1,553 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore7,504 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-perceived-randomness-audit
When your agent uses it
Audit a game feature, combat system, loot table, reward loop, procedural system, chance mechanic, or uncertainty-driven design by how players are likely to perceive its randomness. Use when you need to evaluate whether a system will feel fair, streaky, rigged, sabotaging, manipulable, or skill-undermining; when players may misread independent events as patterned; or when randomness may sit too close to player action and create frustration. Analyze expectation gaps, gambler's-fallacy-style reactions, hidden pattern-seeking, input-versus-output randomness, perceived fairness, exploit risk, and ways to reshape presentation or mechanics.
What it loads into context
Frontmatter
140 tokensAlways available to the agent
SKILL.md
1,630 tokensWhen the skill is activated
Reference documents
1,127 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Response structure
- Common risk patterns
- Useful mitigation levers
- Strong use cases
- Weaker use cases
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore8,266 bytesreferences/audit-checklist.mddoc1,813 bytesreferences/perception-patterns.mddoc3,687 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-pitch-deck-audit
When your agent uses it
Audit a video game pitch deck, publisher deck, funding deck, or investor-facing game presentation for clarity, structure, persuasiveness, visual readability, business-case completeness, and publisher-fit. Use when reviewing a pitch deck before sending to publishers, polishing a deck for meetings, checking whether the deck answers the essential questions about who, what, why, when, budget, and opportunity, or evaluating whether a deck sells both the game and the collaboration case rather than just dumping information.
What it loads into context
Frontmatter
109 tokensAlways available to the agent
SKILL.md
1,726 tokensWhen the skill is activated
Reference documents
974 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Audit lenses
- Process
- Response structure
- Fast mode
- References
- Working principle
Files
SKILL.mdcore7,787 bytesreferences/pitch-deck-notes.mddoc2,441 bytesreferences/raw-fury-notes.mddoc2,053 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-motivation-audit
When your agent uses it
Audit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation framework. Use when evaluating what kind of motivation a design creates, comparing alternative motivational profiles, diagnosing why a system feels sticky, hollow, exhausting, or dead, checking overreliance on rewards and grind, or assessing whether a feature supports short-term activation, medium-term habit, or long-term player identity.
What it loads into context
Frontmatter
105 tokensAlways available to the agent
SKILL.md
2,593 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Motivation spectrum
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore12,624 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-need-satisfaction-audit
When your agent uses it
Audit a game, feature, live-ops system, onboarding flow, progression loop, social feature, monetization flow, or return loop for player need satisfaction using Self-Determination Theory and the PENS lens. Use when evaluating whether a design is actually fun beyond surface KPIs, diagnosing weak retention or shallow engagement, comparing variants, identifying where a system denies autonomy, competence, or relatedness, or understanding whether a game feels emotionally nourishing or quietly depleting.
What it loads into context
Frontmatter
108 tokensAlways available to the agent
SKILL.md
2,604 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Need lenses
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore12,699 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-persona-extractor
When your agent uses it
Extract the ideal player persona and anti-persona for a game, feature, loop, or progression structure based on the design itself. Use when a team can describe mechanics but cannot clearly articulate who the design is truly for, which player motivations and tolerances it suits, which players it will alienate, or how audience fit should shape design decisions. Focus on behavioral and motivational personas first, and optionally add demographic or market-fit hypotheses when the user explicitly asks for that layer.
What it loads into context
Frontmatter
106 tokensAlways available to the agent
SKILL.md
2,419 tokensWhen the skill is activated
Reference documents
770 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore12,171 bytesreferences/demographic-research-notes.mddoc1,292 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-perspective-reframe
When your agent uses it
Reframe a player's current situation to reveal new meaning, goals, roles, or playstyles without changing the underlying mechanics. Use when diagnosing stagnation, boredom, or mid/late-game disengagement; when designing re-engagement prompts, adaptive guidance, or dynamic missions; or when a player is technically able to continue but no longer sees the current state as interesting, valuable, or purposeful.
What it loads into context
Frontmatter
90 tokensAlways available to the agent
SKILL.md
1,686 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore7,923 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-segment-perception-audit
When your agent uses it
Audit a game feature, live update, roadmap item, event, or content drop by how different player segments are likely to perceive it. Use when a feature is aimed at one cohort but visible to others, when update messaging may create excitement for players who cannot meaningfully access the feature, or when you need to understand how new, mid, and elder players will read the same feature differently.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
1,043 tokensWhen the skill is activated
Reference documents
640 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore4,890 bytesreferences/perception-failures.mddoc888 bytesreferences/recommendation-patterns.mddoc745 bytesreferences/segment-layers.mddoc1,390 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-player-values-mapper
When your agent uses it
Infer a player's underlying values and motivational priorities from behavior, then translate those into design implications. Use when designing personalization, segmentation, dynamic guidance, live-ops targeting, adaptive missions, re-engagement strategies, or feature prioritization; when behavior suggests that what players actually care about differs from what the design assumes; or when a team needs a behavior-first player profile rather than a demographic or archetype-only model.
What it loads into context
Frontmatter
93 tokensAlways available to the agent
SKILL.md
1,420 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Value framework
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore6,999 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-premium-pass-audit
When your agent uses it
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 design, or stress-testing a proposed structure before committing to production.
What it loads into context
Frontmatter
84 tokensAlways available to the agent
SKILL.md
4,215 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore19,971 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-prosocial-session-chapters
When your agent uses it
Design or audit prosocial experiences in session-based multiplayer games using a three-phase chapter model built around Setup, Little Loops, and Long Tail. Use when evaluating co-op games, team shooters, MOBAs, mission-based multiplayer, or other repeat-session formats; when planning how to prime trust before play, reinforce repeatable prosocial actions during play, and carry positive social momentum across sessions; or when a multiplayer game feels socially flat, hostile, forgettable, or unable to turn one good match into another.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
1,770 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- The chapter model
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore8,517 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-prototype-intent-audit
When your agent uses it
Audit a game feature, system concept, prototype plan, or preproduction proposal to determine whether the prototype is meant to sell the idea or reveal unknowns, and whether the prototype scope matches that intent. Use when teams are unclear about why they are prototyping, when a prototype risks becoming a demo in disguise, or when precious prototype time may be spent proving known strengths instead of testing real uncertainties.
What it loads into context
Frontmatter
92 tokensAlways available to the agent
SKILL.md
967 tokensWhen the skill is activated
Reference documents
672 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore4,568 bytesreferences/failure-patterns.mddoc982 bytesreferences/prototype-modes.mddoc1,403 bytesreferences/unknowns-checklist.mddoc928 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-prototyping-companion
When your agent uses it
Track game design prototype ideas, branching outcomes, dead ends, baselines, and next experiments, and optionally generate a simple SVG visualization of prototype evolution. Use when a prototype leads to several possible follow-up paths, when the team needs to backtrack without losing learned branches, when exploring unknowns through multiple iterations, or when you want both a written prototype log and a branch map of how the concept evolved over time.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
1,017 tokensWhen the skill is activated
Reference documents
461 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Core principle
- Workflow
- Response structure
- Visualization workflow
- Style rules
- References
- Working principle
Scripts executed separately
scripts/branch_map_svg.py
Files
SKILL.mdcore4,585 bytesSKILL.mdcore4,585 bytesSKILL.mdcore4,585 bytesSKILL.mdcore4,585 bytesreferences/branch-map-format.mddoc1,025 bytesreferences/example-branch-map.jsonasset1,224 bytesreferences/state-labels.mddoc915 bytesscripts/branch_map_svg.pyruns4,283 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-roadblock-reframing
When your agent uses it
Reframe a game design problem by isolating the main blocker, imagining it removed, and using that perspective to discover workaround paths. Use when a team is stuck on one obstacle, when discussion keeps collapsing into 'we can't because', or when a feature, system, or plan feels trapped by a single technical, UX, content, or production roadblock.
What it loads into context
Frontmatter
83 tokensAlways available to the agent
SKILL.md
584 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,633 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-smart-goal-audit
When your agent uses it
Audit game design goals, feature objectives, OKRs, initiative aims, or any stated design intent against the SMART criteria adapted for game design. Use when a user shares a design goal, player experience target, retention goal, or feature aim and wants it evaluated or rewritten. Trigger on phrases like "audit my design goals", "is this a good design objective", "my feature goal is...", "we want players to feel...", "our aim for this feature is...", or whenever someone states what a design should achieve and it feels vague or unmeasurable. Also trigger when a design document contains aims or success criteria that need stress-testing. Even soft goals like "players should feel powerful" are valid — apply the framework and return both the audit and a rewritten version.
What it loads into context
Frontmatter
166 tokensAlways available to the agent
SKILL.md
1,550 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Why SMART in Game Design
- The SMART Framework — Game Design Interpretation
- Audit Process
- Output Format
- Tone and approach
Files
SKILL.mdcore6,848 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-social-satisfaction-matrix
When your agent uses it
Evaluate a game's social features and multiplayer elements by their potential to create social satisfaction versus social dissatisfaction. Use when auditing chat, voice, friend systems, gifting, lobbies, social hubs, guilds, reporting tools, cooperative mechanics, profile surfaces, or other social elements; when comparing which features are basic, critical, booster, or secondary; or when deciding where to reduce social risk, increase social stickiness, and prioritize improvements to multiplayer or community-facing systems.
What it loads into context
Frontmatter
104 tokensAlways available to the agent
SKILL.md
1,693 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- The matrix
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore8,352 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-systematizing-empathizing-audit
When your agent uses it
Evaluate a game, feature, system, UX flow, progression loop, live-ops mechanic, monetization surface, or design concept on two axes: systematizing and empathizing. Use when you want to understand whether a design is structurally logic-driven or emotionally player-attuned, what kind of player personas it is likely to attract or repel, and what practical consequences follow from that positioning without assuming one quadrant is universally best.
What it loads into context
Frontmatter
102 tokensAlways available to the agent
SKILL.md
1,373 tokensWhen the skill is activated
Reference documents
1,464 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Style rules
- Working principle
Files
SKILL.mdcore6,636 bytesreferences/axis-definitions.mddoc2,606 bytesreferences/persona-tendencies.mddoc2,445 bytesreferences/quadrant-reads.mddoc2,444 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-thinking-fast-and-slow-audit
When your agent uses it
Audit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluating whether a design relies on rapid intuitive judgment or deliberate analytical reasoning, whether the intended mode matches the actual demand, where cognitive overload or under-stimulation appears, or how badly the design handles shifts between instinctive and reflective play.
What it loads into context
Frontmatter
100 tokensAlways available to the agent
SKILL.md
1,947 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Fast and slow lenses
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore9,434 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-transformative-reuse
When your agent uses it
Solve game design problems by adapting, extending, recombining, or retuning what already exists instead of inventing from scratch. Use when building on live systems, reusing content pipelines, stretching feature value, reducing production cost, or finding a lower-risk way to achieve a new purpose with existing mechanics, UX, progression structures, or content.
What it loads into context
Frontmatter
80 tokensAlways available to the agent
SKILL.md
597 tokensWhen the skill is activated
Reference documents
264 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- What to produce
- Process
- Response structure
- Fast mode
- Working principle
Files
SKILL.mdcore2,746 bytesreferences/family-conventions.mddoc1,281 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-unknown-unknowns-prototyping
When your agent uses it
Detect unknown unknowns in game design and decide what to prototype before committing to production. Use when a feature concept feels promising but underdefined, when the team disagrees about the real design problem, when a mechanic seems interesting but the source of interest is unclear, when a concept risks premature production commitment, or when the team needs to determine what should be prototyped, in what order, and why.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
2,028 tokensWhen the skill is activated
Reference documents
1,039 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- Knowledge quadrants
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore9,623 bytesSKILL.mdcore9,623 bytesSKILL.mdcore9,623 bytesreferences/anti-patterns.mddoc1,524 bytesreferences/prototype-question-patterns.mddoc1,264 bytesreferences/prototype-types.mddoc1,142 bytesreferences/quadrants-and-hiding-places.mddoc1,464 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-design-zeigarnik-effect-audit
When your agent uses it
Audit a game, feature, task system, quest flow, event track, puzzle chain, progression layer, or return loop through the lens of the Zeigarnik effect: the tension created by incomplete, interrupted, or unresolved tasks. Use when evaluating whether a design creates healthy return motivation through open loops, whether it leaves players with productive unfinished business, or whether it turns incompletion into anxiety, clutter, guilt, or manipulative pressure.
What it loads into context
Frontmatter
101 tokensAlways available to the agent
SKILL.md
1,660 tokensWhen the skill is activated
Reference documents
523 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core principle
- What to produce
- Process
- Response structure
- Fast mode
- Usage notes
- Working principle
Files
SKILL.mdcore8,070 bytesreferences/family-conventions.mddoc1,653 bytesreferences/output-patterns.mddoc860 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-dev-budget-estimator
When your agent uses it
Help a beginner or early-stage game team estimate the likely budget for a game concept based on scope, target milestone, current team, skill coverage, work model, and geography. Use when someone asks how much a game might cost, what budget range they should expect, whether their current team meaningfully reduces cost, what missing roles would add to budget, or how to estimate cost for a prototype, vertical slice, release, or live F2P project. Ask for missing information when concept, team, scope, or cost assumptions are unclear, then provide a rough budget range, main cost drivers, hidden cost buckets, and ways to reduce spend.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
1,622 tokensWhen the skill is activated
Reference documents
705 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Common cost buckets to consider
- Response structure
- Estimation modes
- Scope sensitivity
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore7,650 bytesreferences/cost-drivers.mddoc2,064 bytesreferences/estimation-modes.mddoc1,389 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-dev-first-steps
When your agent uses it
Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how to scope a concept for a solo dev, duo, or small team, or how to turn a rough game idea into a sensible first prototype or pitchable vertical slice. Ask a few core questions about the concept, team size, skill mix, platform, scope, release intent, and constraints, then recommend a simple development strategy with build order, risks, what to postpone, and concrete next steps.
What it loads into context
Frontmatter
131 tokensAlways available to the agent
SKILL.md
1,559 tokensWhen the skill is activated
Reference documents
863 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Beginner traps to watch for
- Response structure
- Milestone adaptation
- Team-size adaptation
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore7,504 bytesreferences/development-order.mddoc2,265 bytesreferences/team-size-guidance.mddoc1,924 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-dev-team-gap
When your agent uses it
Help a beginner or early-stage game team figure out which roles, skills, or disciplines they are missing for a given game concept and target scope. Use when someone asks who they are missing, whether their current team can realistically build the project, what roles they still need, what the riskiest team gaps are, or what the minimum viable team would be if no team is described yet. Ask about the game concept, target platform, intended milestone or scope, team composition, and actual skillset, then identify likely gaps, role overlaps, risky weak spots, and the smallest workable team shape.
What it loads into context
Frontmatter
128 tokensAlways available to the agent
SKILL.md
1,574 tokensWhen the skill is activated
Reference documents
854 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Common role areas to consider
- Response structure
- Minimum-team mode
- Scope sensitivity
- Team-size adaptation
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore7,501 bytesreferences/minimum-team-shapes.mddoc2,177 bytesreferences/role-patterns.mddoc1,945 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubgame-dev-time-estimator
When your agent uses it
Help a beginner or early-stage game team estimate the likely development time for a game concept based on scope, target milestone, current team, skill coverage, work model, and production constraints. Use when someone asks how long a game might take, whether their current team can hit a target date, what timeline range they should expect for a prototype, vertical slice, release, or live F2P project, or how missing roles and part-time availability change development time. Ask for missing information when concept, team, scope, or staffing assumptions are unclear, then provide a rough timeline range, main schedule drivers, hidden time sinks, and ways to shorten the path.
What it loads into context
Frontmatter
141 tokensAlways available to the agent
SKILL.md
1,818 tokensWhen the skill is activated
Reference documents
1,075 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Common time sinks to consider
- Response structure
- Estimation modes
- Scope sensitivity
- Style guidance
- Fast mode
- Working principle
Files
SKILL.mdcore8,880 bytesreferences/estimation-modes.mddoc2,433 bytesreferences/time-drivers.mddoc2,858 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubmoodboard-generator
When your agent uses it
Build a themed visual moodboard — sources candidate images from the web, curates them for color harmony, composition, and mood fit, and composes a properly designed board (not a plain photo grid) as an HTML artifact and a flattened PNG. Use this any time the user asks for a moodboard, mood board, visual reference board, inspiration board, style board, or aesthetic/color-palette collage for a theme, brand, room, character, game, event, or creative project — even if they just describe a vibe or aesthetic ("something coastal and mid-century", "cyberpunk night market energy") without using the word "moodboard" explicitly. Also use when asked to research visual references for a look, pull a color palette from a theme, or build a reference sheet for design/art direction.
What it loads into context
Frontmatter
172 tokensAlways available to the agent
SKILL.md
2,196 tokensWhen the skill is activated
Reference documents
1,424 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Workflow
- Iterating
Scripts executed separately
scripts/build_html_moodboard.pyscripts/render_png.py
Files
SKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesSKILL.mdcore9,588 bytesreferences/composition-principles.mddoc6,028 bytesscripts/build_html_moodboard.pyruns9,414 bytesscripts/render_png.pyruns3,449 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubopen-rpg-system-designer
When your agent uses it
Design original tabletop or digital RPG systems using optional SRD 5.1 or 5.2.1 mechanics as documented design references, not as a replacement rulebook.
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
924 tokensWhen the skill is activated
Reference documents
1,231 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Choose the source route
- Design the system
- Content boundary
- Attribution and release
- Hand off specialist review
- Scope
Files
SKILL.mdcore4,221 bytesSKILL.mdcore4,221 bytesSKILL.mdcore4,221 bytesSKILL.mdcore4,221 bytesassets/full-system-template.mddoc401 bytesassets/one-page-system-template.mddoc509 bytesassets/provenance-ledger-template.mddoc641 bytesreferences/srd-design-map.mddoc3,481 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubsoftware-team-conflict-patterns
When your agent uses it
Help analyze recurring conflict patterns on software or game projects by identifying likely collaboration archetypes, behavior patterns, project risks, and practical response strategies. Use when someone describes a teammate, lead, founder, stakeholder, client, producer, or collaborator whose recurring behavior is creating friction, slowing decisions, damaging trust, or disrupting execution. Focus on observable behavior and project consequences, not clinical diagnosis, then suggest safer and more effective next moves.
What it loads into context
Frontmatter
96 tokensAlways available to the agent
SKILL.md
1,415 tokensWhen the skill is activated
Reference documents
27,666 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Core behavior
- What to ask first
- What to diagnose
- Named archetypes from the source material
- Response structure
- Style guidance
- Important cautions
- Fast mode
- Working principle
Files
SKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesSKILL.mdcore7,179 bytesreferences/neil-on-software-archetypes.mddoc133,786 bytesreferences/pattern-notes.mddoc3,180 bytesreferences/response-strategies.mddoc2,612 bytes
No excerpt is shown for this license. Read the source on GitHub.
View the complete source on GitHubSkills included
- design-red-team-audit
- emotional-canvas-moodboard
- game-design-attribution-audit
- game-design-bartle-archetype-audit
- game-design-big-five-personality-audit
- game-design-brainstorm-methods
- game-design-core-loop-extractor
- game-design-craft-critique
- game-design-creative-unblocker
- game-design-design-pillars-extractor
- game-design-emotional-canvas
- game-design-failure-loop-audit
- game-design-fairness-frustration-audit
- game-design-fantasy-extractor
- game-design-feature-prioritization
- game-design-five-options
- game-design-flow-audit
- game-design-fogg-behavior-audit
- game-design-friction-journey-audit
- game-design-ftue-hero-journey-audit
- game-design-goal-density-and-immediacy-audit
- game-design-goal-framing
- game-design-granular-player-motivation-audit
- game-design-grow-design
- game-design-ideal-outcome-backcasting
- game-design-kpi-coverage-audit
- game-design-leaderboard-audit
- game-design-leaderboard-builder
- game-design-molyneux-lens
- game-design-multiplayer-feature-audit
- game-design-novelty-spectrum-audit
- game-design-one-page-design-doc
- game-design-one-thing-to-remove
- game-design-option-generation
- game-design-peak-end-audit
- game-design-perceived-randomness-audit
- game-design-pitch-deck-audit
- game-design-player-motivation-audit
- game-design-player-need-satisfaction-audit
- game-design-player-persona-extractor
- game-design-player-perspective-reframe
- game-design-player-segment-perception-audit
- game-design-player-values-mapper
- game-design-premium-pass-audit
- game-design-prosocial-session-chapters
- game-design-prototype-intent-audit
- game-design-prototyping-companion
- game-design-roadblock-reframing
- game-design-smart-goal-audit
- game-design-social-satisfaction-matrix
- game-design-systematizing-empathizing-audit
- game-design-thinking-fast-and-slow-audit
- game-design-transformative-reuse
- game-design-unknown-unknowns-prototyping
- game-design-zeigarnik-effect-audit
- game-dev-budget-estimator
- game-dev-first-steps
- game-dev-team-gap
- game-dev-time-estimator
- moodboard-generator
- open-rpg-system-designer
- software-team-conflict-patterns
Repository facts
- License
- No license detected
- Created
- Apr 21, 2026
- Last pushed
- Sep 19, 2026
- Forks
- 19
- Open issues
- 0
- Project activity
- Active
Before you install
Local scriptsAutomated signals, not a guarantee
Checked Nov 6, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 47 notes
emotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedemotional-canvas-moodboard/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedgame-design-granular-player-motivation-audit/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- No dangerous shell commands
- 207 network referencesin 65 files: moodboard-generator/scripts/build_html_moodboard.py:17 emotional-canvas-moodboard/SKILL.md:154 moodboard-generator/SKILL.md:42 and 62 more
- No hidden or obfuscated text
- No instruction overrides
- 6 executable scriptsin 6 files: emotional-canvas-moodboard/scripts/download_urls.py:1 emotional-canvas-moodboard/scripts/render_moodboard.py:1 game-design-one-page-design-doc/scripts/render_one_page_gdd.py:1 and 3 more
- No access to secrets
- No requests to vote in Hot
Show all 213 signals by file
design-red-team-audit/SKILL.md
- Network accessline 188
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 190
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 192
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
emotional-canvas-moodboard/SKILL.md
- Network accessline 154
{ "file": "downloads/01.jpg", "source_url": "https://...", - Network accessline 155
"file": "downloads/01.jpg", "source_url": "https://...", "page_url": "https://...", - Network accessline 156
"source_url": "https://...", - Network accessline 157
"page_url": "https://...", - Network accessline 249
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 251
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 253
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
emotional-canvas-moodboard/scripts/download_urls.py
- Executable scriptline 1
#!/usr/bin/env python3
emotional-canvas-moodboard/scripts/render_moodboard.py
- Executable scriptline 1
#!/usr/bin/env python3
game-design-attribution-audit/SKILL.md
- Network accessline 215
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 217
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 219
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-bartle-archetype-audit/SKILL.md
- Network accessline 196
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 198
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 200
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-big-five-personality-audit/SKILL.md
- Network accessline 270
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 272
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 274
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-brainstorm-methods/SKILL.md
- Network accessline 111
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 113
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 115
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-core-loop-extractor/SKILL.md
- Network accessline 192
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 194
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 196
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-craft-critique/SKILL.md
- Network accessline 174
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 176
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 178
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-creative-unblocker/SKILL.md
- Network accessline 117
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 119
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 121
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-design-pillars-extractor/SKILL.md
- Network accessline 179
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 181
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 183
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-emotional-canvas/SKILL.md
- Network accessline 208
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 210
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 212
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-failure-loop-audit/SKILL.md
- Network accessline 215
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 217
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 219
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-fairness-frustration-audit/SKILL.md
- Network accessline 206
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 208
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 210
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-fantasy-extractor/SKILL.md
- Network accessline 188
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 190
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 192
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-feature-prioritization/SKILL.md
- Network accessline 79
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 81
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 83
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-five-options/SKILL.md
- Network accessline 79
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 81
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 83
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-flow-audit/SKILL.md
- Network accessline 192
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 194
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 196
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-fogg-behavior-audit/SKILL.md
- Network accessline 130
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 132
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 134
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-friction-journey-audit/SKILL.md
- Network accessline 215
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 217
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 219
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-ftue-hero-journey-audit/SKILL.md
- Network accessline 172
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 174
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game-design-goal-density-and-immediacy-audit/SKILL.md
- Network accessline 239
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game-design-goal-framing/SKILL.md
- Network accessline 82
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game-design-granular-player-motivation-audit/SKILL.md
- Network accessline 425
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game-design-grow-design/SKILL.md
- Network accessline 246
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game-design-ideal-outcome-backcasting/SKILL.md
- Network accessline 79
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game-design-kpi-coverage-audit/SKILL.md
- Network accessline 123
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game-design-leaderboard-audit/SKILL.md
- Network accessline 250
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 252
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game-design-leaderboard-builder/SKILL.md
- Network accessline 397
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 399
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game-design-molyneux-lens/SKILL.md
- Network accessline 185
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 187
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game-design-multiplayer-feature-audit/SKILL.md
- Network accessline 283
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 285
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game-design-novelty-spectrum-audit/SKILL.md
- Network accessline 140
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 142
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game-design-one-page-design-doc/SKILL.md
- Network accessline 194
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 196
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game-design-one-page-design-doc/scripts/render_one_page_gdd.py
- Executable scriptline 1
#!/usr/bin/env python3
game-design-one-thing-to-remove/SKILL.md
- Network accessline 132
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 134
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game-design-option-generation/SKILL.md
- Network accessline 83
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 85
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game-design-peak-end-audit/SKILL.md
- Network accessline 209
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 211
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game-design-perceived-randomness-audit/SKILL.md
- Network accessline 159
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 161
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game-design-pitch-deck-audit/SKILL.md
- Network accessline 200
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 202
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-player-motivation-audit/SKILL.md
- Network accessline 365
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 367
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-player-need-satisfaction-audit/SKILL.md
- Network accessline 377
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 379
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game-design-player-persona-extractor/SKILL.md
- Network accessline 299
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 301
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game-design-player-perspective-reframe/SKILL.md
- Network accessline 229
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 231
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game-design-player-segment-perception-audit/SKILL.md
- Network accessline 122
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 124
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-player-values-mapper/SKILL.md
- Network accessline 204
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 206
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-premium-pass-audit/SKILL.md
- Network accessline 329
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 331
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-prosocial-session-chapters/SKILL.md
- Network accessline 232
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 234
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-prototype-intent-audit/SKILL.md
- Network accessline 112
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 114
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-prototyping-companion/SKILL.md
- Network accessline 138
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 140
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 142
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-prototyping-companion/scripts/branch_map_svg.py
- Executable scriptline 1
Executable file - Network accessline 90
parts = [] parts.append(f'<svg xmlns="http://www.w3.org/2000/svg" width="{width}" height="{height}" viewBox="0 0 {width} {height}">') - Network accessline 91
parts.append(f'<svg xmlns="http://www.w3.org/2000/svg" width="{width}" height="{height}" viewBox="0 0 {width} {height}">')
game-design-roadblock-reframing/SKILL.md
- Network accessline 75
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 77
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-smart-goal-audit/SKILL.md
- Network accessline 120
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 122
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-social-satisfaction-matrix/SKILL.md
- Network accessline 246
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 248
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-systematizing-empathizing-audit/SKILL.md
- Network accessline 177
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 179
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-thinking-fast-and-slow-audit/SKILL.md
- Network accessline 261
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 263
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-transformative-reuse/SKILL.md
- Network accessline 84
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 86
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-unknown-unknowns-prototyping/SKILL.md
- Network accessline 270
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 272
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-design-zeigarnik-effect-audit/SKILL.md
- Network accessline 224
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 226
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-dev-budget-estimator/SKILL.md
- Network accessline 174
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 176
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-dev-first-steps/SKILL.md
- Network accessline 169
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 171
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-dev-team-gap/SKILL.md
- Network accessline 177
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 179
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
game-dev-time-estimator/SKILL.md
- Network accessline 187
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 189
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Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
moodboard-generator/SKILL.md
- Network accessline 42
This is the step most likely to go wrong, so be deliberate about it: the board needs actual `https://...` image URLs that will load in a browser, not just images you've - Network accessline 43
actual `https://...` image URLs that will load in a browser, not just images you've - Network accessline 54
web_fetch("https://www.pexels.com/search/<query>/") - Network accessline 55
web_fetch("https://unsplash.com/s/photos/<query>") - Network accessline 180
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 182
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 184
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
moodboard-generator/scripts/build_html_moodboard.py
- Executable scriptline 1
#!/usr/bin/env python3 - Network accessline 17
"images": [ { "url": "https://...", - Network accessline 18
{ "url": "https://...", "alt": "short description", - Network accessline 19
"url": "https://...", - Network accessline 118
<meta charset="UTF-8" /> <title>{title}</title> <link rel="preconnect" href="https://fonts.googleapis.com"> - Network accessline 119
<title>{title}</title> <link rel="preconnect" href="https://fonts.googleapis.com"> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> - Network accessline 120
<link rel="preconnect" href="https://fonts.googleapis.com"> - Network accessline 121
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> - Network accessline 122
<link href="https://fonts.googleapis.com/css2?family={google_fonts}&display=swap" rel="stylesheet">
moodboard-generator/scripts/render_png.py
- Executable scriptline 1
#!/usr/bin/env python3
open-rpg-system-designer/SKILL.md
- Network accessline 34
1. For CC BY material, use this attribution starter, then verify it against the applicable SRD preamble and add change information: `This work includes material taken from the System Reference Document [VERSION] ("SRD [VERSION]") by Wiza - Network accessline 35
`This work includes material taken from the System Reference Document [VERSION] ("SRD [VERSION]") by Wizards of the Coast LLC and available at [OFFICIAL SRD URL]. The SRD [VERSION] is licensed under the Creative Commons Attribution 4.0 Inte
open-rpg-system-designer/references/srd-design-map.md
- Network accessline 7
- SRD 5.1, Creative Commons: https://media.dndbeyond.com/compendium-images/srd/5.1/SRD_CC_v5.1.pdf - Network accessline 8
- SRD 5.1, OGL 1.0a: https://media.dndbeyond.com/compendium-images/srd/5.1/SRD-OGL_V5.1.pdf - Network accessline 9
- SRD 5.2.1, CC BY 4.0: https://media.dndbeyond.com/compendium-images/srd/5.2/SRD_CC_v5.2.1.pdf - Network accessline 10
- Official hub, FAQ, and conversion guide: https://www.dndbeyond.com/srd
software-team-conflict-patterns/SKILL.md
- Network accessline 136
Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 138
<https://github.com/Stanestane/game-design-skills-bundle> for terms. - Network accessline 140
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Declared and executed: 3 facts
- Contacts www.w3.org, which SKILL.md, the README and the plugin manifest do not mentiongame-design-prototyping-companion/scripts/branch_map_svg.py:91High confidence
- Contacts fonts.googleapis.com, which SKILL.md, the README and the plugin manifest do not mentionmoodboard-generator/scripts/build_html_moodboard.py:120High confidence
- Contacts fonts.gstatic.com, which SKILL.md, the README and the plugin manifest do not mentionmoodboard-generator/scripts/build_html_moodboard.py:121High confidence
Signal confidence: 213 facts
- Network access in prose of the SKILL.mddesign-red-team-audit/SKILL.md:188Low confidence
- Network access in prose of the SKILL.mddesign-red-team-audit/SKILL.md:190Low confidence
- Network access in prose of the SKILL.mddesign-red-team-audit/SKILL.md:192Low confidence
- Network access in code of the SKILL.mdemotional-canvas-moodboard/SKILL.md:154High confidence
- Network access in code of the SKILL.mdemotional-canvas-moodboard/SKILL.md:155High confidence
- Network access in code of the SKILL.mdemotional-canvas-moodboard/SKILL.md:156High confidence
- Network access in code of the SKILL.mdemotional-canvas-moodboard/SKILL.md:157High confidence
- Network access in prose of the SKILL.mdemotional-canvas-moodboard/SKILL.md:249Low confidence
- Network access in prose of the SKILL.mdemotional-canvas-moodboard/SKILL.md:251Low confidence
- Network access in prose of the SKILL.mdemotional-canvas-moodboard/SKILL.md:253Low confidence
- Executable script in code of a file that runsemotional-canvas-moodboard/scripts/download_urls.py:1High confidence
- Executable script in code of a file that runsemotional-canvas-moodboard/scripts/render_moodboard.py:1High confidence
- Network access in prose of the SKILL.mdgame-design-attribution-audit/SKILL.md:215Low confidence
- Network access in prose of the SKILL.mdgame-design-attribution-audit/SKILL.md:217Low confidence
- Network access in prose of the SKILL.mdgame-design-attribution-audit/SKILL.md:219Low confidence
- Network access in prose of the SKILL.mdgame-design-bartle-archetype-audit/SKILL.md:196Low confidence
- Network access in prose of the SKILL.mdgame-design-bartle-archetype-audit/SKILL.md:198Low confidence
- Network access in prose of the SKILL.mdgame-design-bartle-archetype-audit/SKILL.md:200Low confidence
- Network access in prose of the SKILL.mdgame-design-big-five-personality-audit/SKILL.md:270Low confidence
- Network access in prose of the SKILL.mdgame-design-big-five-personality-audit/SKILL.md:272Low confidence
- Network access in prose of the SKILL.mdgame-design-big-five-personality-audit/SKILL.md:274Low confidence
- Network access in prose of the SKILL.mdgame-design-brainstorm-methods/SKILL.md:111Low confidence
- Network access in prose of the SKILL.mdgame-design-brainstorm-methods/SKILL.md:113Low confidence
- Network access in prose of the SKILL.mdgame-design-brainstorm-methods/SKILL.md:115Low confidence
- Network access in prose of the SKILL.mdgame-design-core-loop-extractor/SKILL.md:192Low confidence
- Network access in prose of the SKILL.mdgame-design-core-loop-extractor/SKILL.md:194Low confidence
- Network access in prose of the SKILL.mdgame-design-core-loop-extractor/SKILL.md:196Low confidence
- Network access in prose of the SKILL.mdgame-design-craft-critique/SKILL.md:174Low confidence
- Network access in prose of the SKILL.mdgame-design-craft-critique/SKILL.md:176Low confidence
- Network access in prose of the SKILL.mdgame-design-craft-critique/SKILL.md:178Low confidence
- Network access in prose of the SKILL.mdgame-design-creative-unblocker/SKILL.md:117Low confidence
- Network access in prose of the SKILL.mdgame-design-creative-unblocker/SKILL.md:119Low confidence
- Network access in prose of the SKILL.mdgame-design-creative-unblocker/SKILL.md:121Low confidence
- Network access in prose of the SKILL.mdgame-design-design-pillars-extractor/SKILL.md:179Low confidence
- Network access in prose of the SKILL.mdgame-design-design-pillars-extractor/SKILL.md:181Low confidence
- Network access in prose of the SKILL.mdgame-design-design-pillars-extractor/SKILL.md:183Low confidence
- Network access in prose of the SKILL.mdgame-design-emotional-canvas/SKILL.md:208Low confidence
- Network access in prose of the SKILL.mdgame-design-emotional-canvas/SKILL.md:210Low confidence
- Network access in prose of the SKILL.mdgame-design-emotional-canvas/SKILL.md:212Low confidence
- Network access in prose of the SKILL.mdgame-design-failure-loop-audit/SKILL.md:215Low confidence
- Network access in prose of the SKILL.mdgame-design-failure-loop-audit/SKILL.md:217Low confidence
- Network access in prose of the SKILL.mdgame-design-failure-loop-audit/SKILL.md:219Low confidence
- Network access in prose of the SKILL.mdgame-design-fairness-frustration-audit/SKILL.md:206Low confidence
- Network access in prose of the SKILL.mdgame-design-fairness-frustration-audit/SKILL.md:208Low confidence
- Network access in prose of the SKILL.mdgame-design-fairness-frustration-audit/SKILL.md:210Low confidence
- Network access in prose of the SKILL.mdgame-design-fantasy-extractor/SKILL.md:188Low confidence
- Network access in prose of the SKILL.mdgame-design-fantasy-extractor/SKILL.md:190Low confidence
- Network access in prose of the SKILL.mdgame-design-fantasy-extractor/SKILL.md:192Low confidence
- Network access in prose of the SKILL.mdgame-design-feature-prioritization/SKILL.md:79Low confidence
- Network access in prose of the SKILL.mdgame-design-feature-prioritization/SKILL.md:81Low confidence
and 163 more
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md design-red-team-audit/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.