Skip to main content
Run any Skill in Manus
with one click
GitHub repository

OpenAgenticGame-Studios

OpenAgenticGame-Studios contains 37 collected skills from wanghaisheng, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
37
Stars
6
updated
2026-03-11
Forks
0
Occupation coverage
9 occupation categories · 100% classified
repository explorer

Skills in this repository

aesthetic-direction-framework
special-effects-artists-and-animators

Define the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.

2026-03-11
brainstorm
special-effects-artists-and-animators

Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

2026-03-11
cocos-skills
software-developers

Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。

2026-03-11
competitive-analysis
market-research-analysts-and-marketing-specialists-131161

Game industry competitive analysis framework for product managers. Provides structured methodologies for analyzing competing games, studios, and market positioning. Use when: (1) mapping the competitive landscape for a game genre or product, (2) building feature comparison matrices across competing titles, (3) analyzing positioning, monetization, or UA strategy differences, (4) conducting win/loss analysis on player acquisition and churn, (5) identifying market trends, genre shifts, and platform changes, (6) creating competitive intelligence briefs with web research. Triggers: "competitive analysis", "competitor research", "竞品分析", "竞争对手", "竞品调研", "市场分析", "competitor comparison", "market positioning", "feature matrix", "win loss analysis", "genre analysis", "品类分析", "竞品报告", "市场调研", "对标分析"

2026-03-11
core-loop-designer
commercial-and-industrial-designers

Define the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
design-coherence-engine
special-effects-artists-and-animators

Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).

2026-03-11
design-iteration-tracker
special-effects-artists-and-animators

Track what changed, why it changed, and what the result was. Prevent circular design and build institutional memory. Use this skill when: (1) logging design decisions with rationale and supporting data, (2) detecting when a proposed change moves back toward a previously rejected state, (3) tracking the impact chain of changes across systems, (4) maintaining version history of key design parameters, (5) building a searchable history of design evolution, (6) onboarding new team members who need to understand why things are the way they are. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
design-pillars-architect
commercial-and-industrial-designers

Distill a game vision into 3-5 actionable design pillars that constrain and guide every design decision. Pillars are the filter — if a feature doesn't serve a pillar, it gets cut. Use this skill when: (1) a game vision exists but needs translating into actionable constraints, (2) the team needs a shared framework for evaluating design decisions, (3) feature creep threatens and the project needs refocusing, (4) aesthetic direction challenges require pillar re-evaluation (bidirectional with Skill 3), (5) a pillar is suspected of no longer serving the vision. Co-equal with Aesthetic Direction (Skill 3) at Tier 2. Medium-agnostic.

2026-03-11
design-review
project-management-specialists

Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.

2026-03-11
design-systems
special-effects-artists-and-animators

Decompose a game concept into individual systems, map dependencies, prioritize design order, and guide creation of per-system GDDs.

2026-03-11
economy-progression-designer
market-research-analysts-and-marketing-specialists-131161

Design the mathematical backbone of a game — resource flows, power curves, unlock pacing, and reward schedules. Use this skill when: (1) designing resource systems (currencies, materials, energy, cards, tokens), (2) defining progression curves (XP, power, unlock cadence), (3) choosing reward schedules (fixed, variable, interval-based), (4) diagnosing inflation, deflation, or resource starvation, (5) designing monetization without pay-to-win (if applicable), (6) pacing unlock cadence across a campaign or live service, (7) balancing resource sinks against sources to maintain a healthy economy over time. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
game-balance-analyst
special-effects-artists-and-animators

Ensure meaningful choice — no dominant strategies, no dead options, no runaway leaders or hopeless laggards. Use this skill when: (1) evaluating whether all player options are viable, (2) identifying dominant strategies that eliminate meaningful choice, (3) designing asymmetric balance (different factions, characters, or roles that feel fair despite being different), (4) building Monte Carlo or statistical models to test probabilistic systems, (5) creating balance levers — the knobs you can turn to adjust without redesigning, (6) diagnosing why a game feels unfair even when it technically isn't, (7) building matchup matrices for competitive games. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
game-market-analyst
market-research-analysts-and-marketing-specialists-131161

Analyze the competitive landscape, identify market positioning, and validate commercial viability of a game concept. The discipline of knowing where your game lives in the market before you build it. Use this skill when: (1) mapping the competitive landscape for a game concept, (2) identifying underserved niches and market gaps, (3) analyzing comparable titles for revenue, audience size, and reception patterns, (4) validating whether a target audience actually exists at viable scale, (5) assessing market timing — why this game now, (6) evaluating platform and distribution strategy, (7) building a comp set for publisher/investor pitches, (8) performing post-mortem market analysis on why a game succeeded or failed commercially, (9) informing pricing, monetization model, and launch window decisions. Medium-agnostic — works for digital (Steam, console, mobile), tabletop (retail, Kickstarter, direct), and hybrid games.

2026-03-11
game-quality-gates
software-developers

Game development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Three.js/2D/3D). Covers state cleanup, lifecycle management, input handling, audio, persistence, networking, anti-cheat, and performance. Use as pre-deploy checklist or when diagnosing game-specific bugs (state leaks, phantom timers, buff conflicts, memory growth, touch issues). From dev/game-quality-gates-main integrated quality gates framework.

2026-03-11
game-vision-architect
special-effects-artists-and-animators

Define the foundational identity of a game — who it's for, why it should exist, and what fantasy it fulfills. Use this skill when: (1) starting a new game project from scratch, (2) the designer has an idea but hasn't articulated a clear vision, (3) a game needs its core identity defined or redefined, (4) working backward from a mechanic/aesthetic to establish the vision it serves, (5) validating whether an existing vision still holds after significant design changes. Medium-agnostic — works for digital games, tabletop, pen-and-paper, and hybrid designs.

2026-03-11
gate-check
software-quality-assurance-analysts-and-testers

Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts.

2026-03-11
gdd-author
special-effects-artists-and-animators

Structure and maintain a living Game Design Document — the single source of truth for the game's design. Use this skill when: (1) creating a GDD from existing design outputs, (2) structuring a modular, navigable document that scales with the project, (3) determining appropriate detail level for different audiences (team, publisher, investor), (4) integrating change tracking from iteration history, (5) generating section templates per domain, (6) ensuring cross-references between sections are maintained. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
godot
software-developers

Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 for GDScript unit tests and PlayGodot for game automation and E2E testing. Supports web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.

2026-03-11
high-concept-pitch-writer
writers-and-authors

Compress a game vision into communication artifacts — the pitch that sells the game to stakeholders, publishers, players, or your own team. Use this skill when: (1) preparing to pitch a game concept to a publisher or investor, (2) writing a store page, Kickstarter campaign, or press release, (3) aligning a team around a shared understanding of the game, (4) testing whether a vision is focused enough to communicate in one sentence, (5) creating comparison frames and mood references. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
level-encounter-planner
set-and-exhibit-designers

Structure spaces and encounters to deliver on pillars and pacing. The craft of "what happens where and in what order." Use this skill when: (1) designing level layouts, encounter sequences, or scenario structures, (2) building pacing curves (tension/release patterns), (3) defining encounter composition (enemy mix, challenge types, resource pressure), (4) choosing spatial flow models (linear, hub-and-spoke, open, gated), (5) planning difficulty ramping across a game, (6) designing for replayability through encounter variation, (7) mapping narrative beats to specific encounters or locations. Medium-agnostic — works for digital levels, tabletop scenarios, and hybrid encounters.

2026-03-11
narrative-systems-designer
special-effects-artists-and-animators

Design the systems that deliver narrative — not the story itself, but the machinery of storytelling in the game. Use this skill when: (1) choosing between narrative delivery methods (linear, branching, emergent, environmental, systemic), (2) designing how story and mechanics interact and reinforce each other, (3) building quest/mission/scenario structures, (4) defining player agency within the narrative, (5) integrating faction and character systems with gameplay, (6) ensuring narrative serves the emotional arc defined in the experience model, (7) designing lore delivery that doesn't interrupt gameplay. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
player-experience-modeler
special-effects-artists-and-animators

Map the intended emotional journey and psychological engagement model for a game. Defines what the player should feel at each stage of play and what motivates continued engagement. Use this skill when: (1) translating a vision and pillars into concrete emotional targets, (2) designing the pacing of a play session or campaign, (3) evaluating whether a game delivers the intended experience, (4) diagnosing why a game "feels off" despite sound mechanics, (5) choosing between design options based on which better serves the intended experience, (6) mapping flow state targets and challenge curves. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
playtest-protocol-designer
special-effects-artists-and-animators

Structure playtests to generate actionable data, not just "it was fun" or "it wasn't." Use this skill when: (1) planning a playtest session with clear objectives, (2) designing observation checklists and post-play questionnaires, (3) choosing between playtest types (blind, facilitated, A/B, stress test), (4) building data collection plans (quantitative vs. qualitative), (5) creating analysis frameworks to interpret results, (6) structuring feedback sessions to extract useful information, (7) validating whether the intended experience is landing with real players. Medium-agnostic — works for digital playtests, tabletop playtests, and hybrid testing.

2026-03-11
project-stage-detect
project-management-specialists

Automatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts.

2026-03-11
prototype-scope-definer
special-effects-artists-and-animators

Define the minimum buildable artifact that tests the core design hypothesis. Prevent over-building before validation. Use this skill when: (1) defining what a prototype must include to test the core hypothesis, (2) making build-vs-fake decisions (what must be real, what can be placeholder), (3) setting aesthetic fidelity targets for a prototype, (4) defining success criteria for prototype validation, (5) scoping a paper prototype, vertical slice, or greybox, (6) preventing scope creep during prototyping. Medium-agnostic — works for digital prototypes, tabletop paper prototypes, and hybrid builds.

2026-03-11
rules-formalizer
software-developers

Write game rules with mathematical precision — unambiguous, complete, edge-case-aware. For tabletop, this IS the game. For digital, this is the systems specification. Use this skill when: (1) translating a core loop and mechanics concepts into precise rule definitions, (2) writing a tabletop rulebook or digital systems spec, (3) identifying and resolving edge cases and rule conflicts, (4) building a glossary of game terms with precise definitions, (5) evaluating whether rules as written match rules as intended, (6) creating rule dependency graphs to understand which rules reference which. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
scope-feature-prioritizer
project-management-specialists

Decide what to build and in what order. The skill of cutting the right things. Use this skill when: (1) applying MoSCoW prioritization mapped to design pillars, (2) defining the Minimum Viable Game, (3) building feature dependency graphs (what must exist before what), (4) making risk-weighted priority decisions (high risk = prototype early), (5) managing scope creep by evaluating features against pillars, (6) creating and maintaining a cut list with reasoning. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
setup-engine
software-developers

Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

2026-03-11
skill-creator
software-developers

创建有效 Skill 的指南。当用户想要创建新 Skill (或更新现有 Skill )以通过专业知识、工作流或工具集成扩展 Claude 能力时,应使用此 Skill 。

2026-03-11
start
career-technical-education-teachers-postsecondary

First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

2026-03-11
systems-interaction-mapper
special-effects-artists-and-animators

Map how all game systems affect each other. Identify feedback loops, emergent behaviors, and potential degenerate strategies before they ship. Use this skill when: (1) designing a game with multiple interacting systems, (2) diagnosing unexpected emergent behavior or exploit paths, (3) evaluating whether adding a new system creates healthy or degenerate interactions, (4) identifying which systems are too tightly or loosely coupled, (5) mapping feedback loops (reinforcing, balancing, broken), (6) predicting where player-discovered strategies will emerge, (7) understanding why a balance change in one system cascades unexpectedly. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11
technical-design-bridge
special-effects-artists-and-animators

Translate game design into implementation requirements without prescribing engineering solutions. The bridge between "what the designer wants" and "what gets built." Use this skill when: (1) translating formalized rules into systems specifications, (2) identifying data structure requirements from game state, (3) flagging performance-critical systems, (4) assessing platform constraints and their design impact, (5) defining aesthetic implementation requirements (shader complexity, audio channels, print specs), (6) creating component design specs for tabletop manufacturing. Medium-agnostic — works for digital engines, tabletop manufacturing, and hybrid platforms.

2026-03-11
ui-ux-systems-designer
special-effects-artists-and-animators

Design the information architecture and interaction model — how the player reads game state and provides input. The interface between the player's brain and the game's systems. Use this skill when: (1) designing information hierarchy (what the player needs to know, in what order), (2) defining input models (how players express intent), (3) designing feedback language (how the game communicates outcomes), (4) managing cognitive load, (5) planning accessibility features, (6) designing onboarding and tutorial flows, (7) creating player aids for tabletop games. Distinct from aesthetic direction — this is about communication and usability, not sensory identity. Medium-agnostic — works for digital UI, tabletop graphic design, and hybrid.

2026-03-11
unity-asset-guide
software-developers

Use when writing Unity package code (FEEL, SOAP, DOTween), debugging package-related issues, or checking best practices before implementation.

2026-03-11
unity-asset-guide
software-developers

Use when writing Unity package code (FEEL, SOAP, DOTween), debugging package-related issues, or checking best practices before implementation.

2026-03-11
unity-skills
software-developers

Unity Skills CLI自动化工具。通过HTTP API直接控制Unity编辑器,支持场景管理、节点操作、资源管理、组件操作、批量操作、工作流管理和项目自动化。从dev/Unity-Skills-main整合的Unity Skills CLI工具,提供程序化的Unity编辑器控制和开发工作流自动化支持。

2026-03-11
world-logic-checker
writers-and-authors

Keep the fiction internally consistent as the game scales. The rules of the world, not the rules of the game. Use this skill when: (1) establishing the foundational rules of a game's fictional world, (2) checking new content for lore contradictions, (3) tracking implications of world-building decisions ("if X is true, then Y must also be true"), (4) building faction/entity relationship maps, (5) defining technology or magic system constraints, (6) ensuring narrative content is consistent with established lore, (7) maintaining a living world bible that scales with the project. Medium-agnostic — works for digital, tabletop, and hybrid games.

2026-03-11