Game Design skills for AI agents
23 practitioner-grade game design skills, each a focused Markdown document your agent loads into context on demand. Search them from Claude Desktop, Cursor or any MCP client, or pull one with the CLI.
All 23 skills
- Dialogue Systems
Trigger when building game dialogue systems, branching conversation trees, bark systems, or cinematic dialogue tooling. Use for dialogue data formats, conditional branching, localization pipelines, lip sync integration, or building author-friendly dialogue editors and runtime presentation layers.
164 lines - Game Accessibility
Trigger when designing games for accessibility, implementing accommodations for visual, auditory, motor, or cognitive disabilities, or evaluating a game's inclusivity. Use for colorblind modes, remappable controls, subtitle systems, difficulty assists, screen reader support, or making a game playable by the widest possible audience without compromising core design.
171 lines - Game Analytics Liveops
Trigger when designing game analytics systems, live operations strategies, A/B testing frameworks, or player behavior telemetry. Use for retention metrics, funnel analysis, cohort tracking, event schemas, feature flagging, seasonal content cadence, or using data to improve a live game without losing design vision.
170 lines - Game Audio Design
Trigger when designing or implementing game audio, including sound effects, adaptive music, spatial audio, voice implementation, or audio middleware integration. Use for FMOD, Wwise, audio occlusion, dynamic mixing, sound design for gameplay feedback, or making a game sound as good as it plays.
169 lines - Game Balancing
Trigger when balancing game economies, tuning difficulty, adjusting competitive balance, or iterating on progression pacing. Use when the user asks about mathematical models for balance, playtesting-driven tuning, economy simulation, DPS calculations, matchmaking, or how to make a game feel fair without being easy.
202 lines - Game Design Philosophy
Adaptive game design philosophy coach that learns your design instincts and helps you think more clearly about mechanics, player experience, systems, and what makes games meaningful. Covers core loops, progression, feedback, narrative, player psychology, scope, and aesthetics.
209 lines - Game Economy Design
Trigger when designing in-game economies, currency systems, crafting cost structures, marketplace dynamics, or resource flow models. Use for inflation control, sink-source balancing, dual currency systems, player trading, auction houses, or modeling and simulating an economy before shipping it.
169 lines - Game Mechanics
Trigger when designing core game mechanics, gameplay loops, progression systems, resource economies, risk/reward structures, or feedback loops. Use when the user asks about how game systems feel, what makes gameplay satisfying, emergent behavior, or how to structure the moment-to-moment play experience.
166 lines - Game UI UX
Trigger when designing game UI or UX, including HUD layout, menu systems, tutorial design, onboarding flows, feedback systems, or input considerations. Use when the user asks about controller vs keyboard+mouse design, accessibility in UI, how to teach players without tutorials, or how to make interfaces that enhance rather than obstruct gameplay.
232 lines - Godot Development
Trigger when developing games in Godot Engine, writing GDScript or C# for Godot, working with nodes and scenes, configuring signals, or using Godot's physics, animation, and rendering systems. Use for Godot project structure, scene composition, export pipelines, or Godot-specific patterns and best practices.
166 lines - Level Design
Trigger when designing game levels, spatial layouts, player flow paths, difficulty curves, or environmental guidance. Use when the user asks about blockouts, pacing within levels, guided exploration, landmark placement, combat arenas, puzzle rooms, or the pipeline from graybox to final polish.
192 lines - Mobile Game Optimization
Trigger when optimizing games for mobile platforms, managing thermal throttling, battery consumption, memory constraints, or touch input design. Use for mobile GPU profiling, texture compression, draw call batching, asset streaming on limited bandwidth, or shipping a game that runs well on devices from three years ago.
169 lines - Monetization
Trigger when designing game monetization strategies, free-to-play models, premium pricing, battle passes, cosmetic shops, or subscription systems. Use when the user asks about ethical monetization, player-first revenue models, loot box concerns, conversion funnels, or how to make money without destroying the player experience.
157 lines - Multiplayer Netcode
Trigger when designing or implementing multiplayer networking for games, including client-server architecture, peer-to-peer topologies, state synchronization, lag compensation, or rollback netcode. Use for replication, network prediction, authoritative servers, matchmaking, or making online gameplay feel responsive despite latency.
168 lines - Narrative Design
Trigger when designing game narratives, writing branching dialogue, building lore, structuring quests, or crafting environmental storytelling. Use when the user asks about player agency in stories, narrative pacing, dialogue systems, quest design, or how to integrate story with gameplay without cutscene overload.
145 lines - Pixel Art Sprite Animation
Trigger when creating pixel art, animating sprites, designing tilesets, or building visual assets for 2D games with a pixel aesthetic. Use for pixel art techniques, color palette design, sub-pixel animation, sprite sheet organization, tileset design, or achieving expressive character animation within low-resolution constraints.
171 lines - Player Psychology
Trigger when discussing player motivation, engagement frameworks, flow state, habit formation, or social dynamics in games. Use when the user asks about Self-Determination Theory, Bartle types, why players keep playing, how to design for different player types, accessibility, or the psychology behind fun.
232 lines - Playtesting
Trigger when planning playtests, designing feedback collection methods, analyzing playtest data, or iterating based on test results. Use when the user asks about blind testing, observation techniques, metrics tracking, QA integration, test protocols, or how to turn player feedback into actionable design changes.
298 lines - Procedural Generation
Trigger when designing or implementing procedural generation for games, including terrain, dungeons, loot, quests, or content generated algorithmically at runtime or build time. Use for noise functions, wave function collapse, L-systems, grammar-based generation, seeded randomness, or making generated content feel handcrafted.
166 lines - Systems Design
Trigger when designing interconnected game systems such as crafting, skill trees, inventory management, combat systems, AI behavior, or simulation mechanics. Use when the user asks about how systems interact, emergent complexity, system coupling, or how to build deep gameplay from simple interacting rules.
224 lines - Unity Development
Trigger when developing games in Unity, writing C# gameplay scripts, setting up scenes and prefabs, configuring physics, or building editor tools. Use for Unity project structure, MonoBehaviour lifecycle, ScriptableObjects, asset pipelines, or performance profiling within the Unity engine.
166 lines - Unreal Development
Trigger when developing games in Unreal Engine, working with Blueprints or C++ gameplay code, configuring materials and rendering, or building levels with the Unreal editor. Use for Unreal project architecture, Gameplay Ability System, Niagara particles, Nanite, Lumen, or cross-platform packaging.
170 lines - World Building
Trigger when building game worlds, creating lore systems, designing cultures or factions, establishing geography and history, or developing world bibles. Use when the user asks about environmental narrative, iceberg theory, faction design, consistency in fictional worlds, or how to build a world that feels lived-in and believable.
218 lines