| name | game-design-theory |
| version | 2.0.0 |
| description | Use when an oasis7 gameplay, product, agent, visual, or liveops slice needs theory-backed framing for player motivation, core loops, progression, balance, or experience design. |
| sasmp_version | 1.3.0 |
| bonded_agent | 01-game-designer |
| bond_type | PRIMARY_BOND |
Game Design Theory
Oasis7 Workflow Binding
In oasis7, this is a domain-triggered, non-default specialist aid. It does not
own gameplay, product, liveops, visual, or agent conclusions by itself.
Use it only inside an already-bound task/worktree and route professional
conclusions through the matching role slice, such as gameplay_designer,
producer_system_designer, game_visual_interaction_designer,
agent_engineer, or liveops_community.
When to Use
Use this skill when:
- a role slice needs MDA, motivation, progression, balance, retention, or player
psychology framing for an oasis7 decision
- a design discussion needs reusable theory language tied to current
doc/game/*, PRD/project truth, task evidence, or playtest observations
- a
producer_system_designer or gameplay_designer slice is turning the
current doc/game tree into a design-bible-grade topic map and needs to
separate player promise, player verbs, loops, progression pressure, feedback,
balance risk, and validation evidence
- community or agent behavior signals need to be translated into experience
hypotheses without making product or liveops promises
Do not use this skill when:
- the request is direct implementation with already-sufficient gameplay truth
- a generic game-design essay would not change the current task decision
- the conclusion should be owned by
gameplay_designer,
producer_system_designer, agent_engineer, or liveops_community without a
theory aid
Core Workflow
- Start from current repo truth: GitHub-backed task, relevant PRD/project docs, role
card, and any playtest or community evidence.
- Pick the smallest useful theory lens, such as core loop, motivation,
progression pressure, balance tradeoff, or player feedback timing.
- For detailed game design documentation, express the lens as concrete doc
slots: player promise, verbs, state/economy rules, failure/recovery,
feedback surfaces, balance risks, scenario examples, and validation matrix.
- Tie every recommendation to observable oasis7 behavior or a documented
follow-up validation path.
- Attribute professional conclusions to the owning role slice, not to this
skill.
Supporting Files
references/DESIGN_GUIDE.md: compact upstream-tracking reference for generic
theory terms. Read it only when the current slice needs a theory refresher.
Known Failure Modes
- Treating generic theory as product evidence.
- Letting this skill replace the
gameplay_designer or
producer_system_designer role boundary.
- Expanding a root PRD into a giant manual instead of routing details to
topic-level PRD/design/project triplets and indexed evidence.
- Making liveops or player-facing claims from theory without
liveops_community review.
Guardrails
- Keep the entrypoint tied to oasis7 repo truth; generic theory belongs in the
supporting reference only.
- Do not produce final gameplay, product, agent, visual, or liveops conclusions
without the owning professional role slice.
- Do not treat player psychology frameworks as validation evidence unless they
are paired with task-specific acceptance, playtest, or community evidence.
Verification
- Record the owning role, theory lens, evidence, and residual risk in GitHub
task issue evidence comments.
- Run
./scripts/lint-skills.sh after skill-surface edits.