| name | mechanic-design |
| description | Specify a single player mechanic with verbs, inputs, feedback, tuning surfaces, edge cases, and testability. Use for movement, abilities, interactions, or systemic verbs. |
Mechanic Design
When to use
Specify a single player mechanic with verbs, inputs, feedback, tuning surfaces, edge cases, and testability. Use for movement, abilities, interactions, or systemic verbs.
Inputs to gather
- mechanic concept
- player fantasy
- control scheme
- existing systems
Recommended roles
game_designer
combat_designer
gameplay_programmer
Primary docs / outputs
studio/docs/templates/feature-brief.md
studio/docs/templates/test-plan.md
docs/research/game-development/systems/character.md
docs/research/game-development/systems/skills.md
docs/research/game-development/systems/interactions.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Read the matching systems note first when the task touches character state, abilities/upgrades, or interactions.
- Choose the smallest useful output that moves the project forward.
- Express the work as a feature, mechanic, or content contract that engineering and QA can consume.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Lead with player outcome, then define scope, acceptance criteria, and edge cases.
- Keep mechanics and content contracts buildable by engineering and testable by QA.
- Surface tradeoffs among clarity, depth, scope, and production cost.
Deliverables
- mechanic spec
- tuning knobs
- failure cases
- prototype path
Validation bar
- acceptance criteria present
- risks/dependencies surfaced
- next implementation or test path clear