Individual skill

game-world-design

Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。将选定概念收束为一份 GAME_DESIGN,定义核心体验目标、玩法循环、世界反馈、必要系统、关卡节奏、操作反馈、失败重开及可供构建的完整可玩范围。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。

skills/game-world-design/SKILL.md

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# 游戏体验与世界设计

把选定的概念收束为可落地的玩家体验设计,不写空泛的世界观设定集、代码架构方案或美术设定稿。

输入必须包含 `SOURCE_BIBLE.md`、已选定的 `CONCEPT.md` 和 `PRODUCT_BRIEF.md`。先读 [world-design-method.md](references/world-design-method.md);涉及资源消耗、数值门槛或难度曲线时,再读 [numeric-design-method.md](references/numeric-design-method.md)。

当剧情分支与人物交锋实际承载核心体验时,读取 [narrative-design-method.md](references/narrative-design-method.md)(非叙事主导项目不必硬写长篇对白)。若玩家做出选择后需要播放一段演绎后果的剧情过场(即文字冒险与短剧结合的互动影游),再读 [interactive-film-method.md](references/interactive-film-method.md)。

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

## 设计原则

- 守住 `CONCEPT.md` 确定的核心体验目标、`experienceProfile` 和不可妥协的体验底线;若发现范围冲突,退回上游修订。
- 试玩时长与系统数量服从 `PRODUCT_BRIEF.md`,以验证核心设计风险为准,不硬套固定时长或系统数量。
- 不写代码文件名、函数名、存储键名、测试脚本、着色器或资产生产管线;具体工程结构留给构建阶段决定。
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