| name | mobile-game-design |
| description | Use when designing or validating a mobile game's player fantasy, core loop, touch controls, sessions, onboarding, accessibility, progression, economy, retention, and ethical monetisation; use engine skills for implementation. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Mobile Game Design
Design a game around fingers, interruptions, small screens, varied devices, unreliable connectivity, and a player promise that remains enjoyable without coercive monetisation.
Prerequisites
Load game-development-orchestration and the approved product thesis; use design-system-skills for interface appearance.
Use When
- Defining genre, player fantasy, core loop, session cadence, controls, camera, tutorial, difficulty, progression, economy, or accessibility.
- Prototyping a mobile-first 2D or 3D experience or translating an existing game to touch.
Do Not Use When
- Implementing engine code; use the Unity, Godot, or gameplay-systems skill.
- Treating store trends or player behaviour as current facts without verified research.
Required Inputs
Player segments and age posture, intended learning outcomes if any, device/connectivity range, orientation, genre, business model, creative pillars, content/safety/wellbeing boundaries, cultural permissions, and available prototype evidence.
Workflow
- State the player fantasy as actor, repeated action, stakes, and desired emotion.
- Prototype the one-minute verb loop before meta-progression, content scale, or monetisation.
- Specify camera, gesture vocabulary, touch zones, handedness, interruption recovery, pause and save behaviour.
- Map a 30-second first experience, first session, repeat session, failure recovery, and return path.
- Design progression as mastery, knowledge, relationships, expression, capability, or authored content before numerical inflation.
- Define economy sources, sinks, pacing, price/value presentation, caps, non-paying path and abuse cases; reject pay-to-win and gambling-like pressure.
- For ads, define each placement, trigger, expected break, decline/close, cap/pace, reward, no-fill/offline/failure path, age/privacy treatment and kill switch. Reject any interruption of critical play, learning, narrative, save, recovery, stopping or safety.
- Test with target players on physical low-, middle-, and high-tier devices; capture comprehension, completion, error, comfort, ad interruption/regret where applicable, and failed paths.
Quality Standards
- Keep input count and simultaneous demands proportional to screen, posture and session context.
- Make controls discoverable, remappable where feasible, forgiving at touch edges, and operable with accessibility options.
- Design offline, suspend/resume, incoming-call, battery, heat, text scaling, colour, hearing and motor-access needs deliberately.
- Separate retention through value from retention through punishment or fear of loss.
- Separate learning evidence from engagement evidence and place wellbeing/trust guardrails beside retention and revenue.
Anti-Patterns
- Desktop controls shrunk onto glass. Fix: redesign verbs and camera for touch.
- Tutorial text before meaningful action. Fix: teach through staged interaction and safe failure.
- Reward calendar before a fun loop. Fix: prove the repeated action first.
- One ideal device. Fix: test the defined device panel.
- Sacred or cultural knowledge as disposable currency. Fix: use narrative relationships and consultation gates.
- Rewarded ad presented as the only practical recovery. Fix: preserve a clear decline and viable core-play path without payment or ad viewing.
Outputs
Player-promise brief; core-loop and session maps; touch-control specification; FTUE storyboard; progression/economy model; accessibility matrix; prototype hypotheses; playtest protocol and findings.
References
Decision Rules
| Condition | Choice |
|---|
| Action needs precision unavailable on touch | Add assistance, simplify, change camera, or remove it |
| Session cannot survive interruption | Add safe checkpoint, state restore and explicit recovery |
| Progression changes numbers but not decisions | Redesign around capability, expression or knowledge |
| Monetisation damages fairness or narrative trust | Reject it |
| Ad cannot pass expectation, decline, interruption, child/privacy or no-fill tests | Disable the placement or the ad model |
| Learning claim has no construct and measure | Treat it as an untested design intention |
Read Next
Use lean-game-product-development for falsifiable loop/engagement experiments, gameplay-systems-architecture for system specifications, and game-testing-polish for measured validation.