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。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败及可供构建的完整切片设计。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。

packages/knowledge/novel-to-game/skills/game-world-design/SKILL.md

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# 游戏体验与世界设计

把选定概念变成可实现的玩家体验,不写世界观百科、工程方案或美术方向。

输入必须包含 `SOURCE_BIBLE.md`、已选择的 `CONCEPT.md` 和 `PRODUCT_BRIEF.md`。读取
[world-design-method.md](references/world-design-method.md);确有资源、门槛或难度时再读
[numeric-design-method.md](references/numeric-design-method.md)。

叙事实际承载体验时读取 [narrative-design-method.md](references/narrative-design-method.md),
不为所有项目强制写长篇对白。选择之后要用一段剧情动画演出后果(互动影游,文游与短剧的结合)时,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
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