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rbergman
GitHub-Creator-Profil

rbergman

Repository-Ansicht von 44 gesammelten Skills in 1 GitHub-Repositories.

gesammelte Skills
44
Repositories
1
aktualisiert
8. Aug. 2026
Repository-Explorer

Repositories und repräsentative Skills

audio-design
nicht klassifiziert

Use when designing how audio communicates game state, creates emotion, and serves as a feedback system. Activate for sound effect design, adaptive music systems, spatial audio, ambient soundscapes, audio priority and ducking, emotional audio design, and audio…

8. Aug. 2026
cosmic-horror-register
nicht klassifiziert

Tone, diction, and sensory palette for cosmic-horror game narrative — Lovecraftian, weird-fiction, eldritch, Arkham-adjacent, deep-time or deep-space dread. Use when writing or reviewing in-game text, story bibles, item descriptions, or interstitials for a…

8. Aug. 2026
data-driven-design
nicht klassifiziert

Telemetry and analytics for games: event taxonomy and schema, engagement/progression/economy/balance/UX metrics, funnel analysis, A/B testing and when not to, cohort analysis, dashboard design, and the interpretation traps — Goodhart's Law, Simpson's paradox,…

8. Aug. 2026
deadpan-institutional-register
nicht klassifiziert

Tone and diction for comedy-horror where an institution processes the impossible without noticing: corporate horror, bureaucratic dread, workplace supernatural, company-town folk horror, the memo that mentions the wolves. Use when writing in-game text, tips,…

8. Aug. 2026
economy-design
nicht klassifiziert

Designing a resource economy from scratch: the source/sink/converter flow graph, currency architecture, sink quality, inflation and deflation, feedback loops, scarcity as a difficulty lever, and simulating it in a spreadsheet before writing code. Use when…

8. Aug. 2026
encounter-design
nicht klassifiziert

Encounters as the intersection of space, adversaries and resources — across genres, not just action games. Covers the translation table for horde survival, ARPG, RTS, card, CYOA and autonomous sims; space vocabulary, enemy archetypes and composition, AI…

8. Aug. 2026
experience-design
nicht klassifiziert

Session-level engagement: core loop health, the experience triangle (mechanics, fiction, feedback), emotion layering, tension curves, pacing, and whether choices are meaningful. Use when designing or diagnosing the engagement loop, planning the emotional arc…

8. Aug. 2026
game-balance
nicht klassifiziert

Numeric balance across objects with stats: cost curves, transitive versus intransitive systems, payoff matrices, dominant strategy detection, power creep, and buff-before-nerf remediation. Use when pricing items, weapons, units or upgrades, designing counter…

8. Aug. 2026
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