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gamedesignos-workflow

AI-native game design, concept validation, and prototyping system with evidence-first agent skills for analysis, concept architecture, and workflow evolution

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Repository
reason-machines/design-skills
Letzte Quellaktivität
17. Juni 2026 um 13:14
Erkannte Sprache von SKILL.md
Englisch
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4
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0

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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
gamedesignos-workflow
description
AI-native game design, concept validation, and prototyping system with evidence-first agent skills for analysis, concept architecture, and workflow evolution
triggers
["analyze this game's experience and create an evidence report","turn this game idea into a validated concept architecture","help me write a game design proposal","diagnose this game's experience density and retention issues","evolve this game design workflow with WOOP and OODA","translate this game design text to professional Chinese","curate these game design sources into a knowledge base","create a player promise contract for this concept"]
# GameDesignOS Workflow Skill > Skill by [ara.so](https://ara.so) — Design Skills collection. GameDesignOS is an evidence-first agent skill system for game design analysis, concept architecture, validation planning, and AI workflow evolution. It transforms game experience diagnosis, concept development, proposal writing, experience-density optimization, and design knowledge curation into reusable, contract-driven agent instructions. ## What GameDesignOS Does GameDesignOS provides 7 specialized skills that work together through contracts (evidence indexes, player promises, validation plans, ED handoffs): 1. **Game Experience Analyzer** - Turn screenshots/recordings/PVs into timestamped evidence reports 2. **Game Concept Architect** - Convert ideas into player promises, core loops, and validation plans 3. **Game Design Proposal Writer** - Assemble research into decision-ready proposals 4. **Game Experience Density Optimizer** - Diagnose retention/pacing issues with A/B plans 5. **Paranoia AI System Evolver** - Upgrade workflows with WOOP/VOI/OODA/evals 6. **Game Design Book Translator** - Translate English design texts to professional Chinese 7. **Game Design Source Curator** - Build maintainable design knowledge bases ## Installation ### Clone the Repository ```bash git clone https://github.com/ParanoiaGames/GameDesignOS.git cd GameDesignOS ``` ### Install Skills in Your Agent Environment Copy the skill folders you need into your agent's skill directory: ```bash # For Cursor/Claude Code/Codex (example paths) cp -r game-experience-analyzer/ ~/.cursor/skills/ cp -r game-concept-architect/ ~/.cursor/skills/ cp -r game-design-proposal-writer/ ~/.cursor/skills/ cp -r game-experience-density-optimizer/ ~/.cursor/skills/ cp -r paranoia-ai-system-evolver/ ~/.cursor/skills/ cp -r game-design-book-translator/ ~/.cursor/skills/ cp -r game-design-source-curator/ ~/.cursor/skills/ ``` ### Verify Installation Each skill has a `SKILL.md` manifest. Check that: - The `name` field matches the folder name - Relative links to `references/`, `templates/`, `examples/` resolve correctly ```bash # Verify a skill's structure ls -la game-experience-analyzer/ # Should show: SKILL.md, references/, templates/, examples/ ``` ## Core Skills and Usage Patterns ### 1. Game Experience Analyzer **Purpose:** Convert game media (screenshots, gameplay recordings, trailers, PVs) into evidence-linked diagnosis reports. **Trigger:** ``` Use $game-experience-analyzer to analyze this gameplay recording into timestamped evidence, Hook/Loop/Link/Surprise diagnosis, issue cards, and validation recommendations. ``` **Input Types:** - Screenshots of gameplay moments - Gameplay recording URLs or files - Trailer/PV links (YouTube, Bilibili) - Steam page media **Output Contract:** ```yaml evidence_index: sample_boundary: "0:00-15:23 first session" timestamped_evidence: - timestamp: "0:34" frame: "./evidence/frame-0034.png" observation: "Tutorial skips player verb introduction" issue_severity: "high" hook_loop_link_surprise: hook: "Strong visual hook at 0:12 with city reveal" core_loop: "Build → Battle → Upgrade cycle clear at 2:45" link: "Weak motivation link between missions" surprise: "Boss reveal at 8:30 creates high interest" issue_cards: - id: "ISS-001" type: "feature_exposure" priority: "P0" evidence: ["frame-0034.png", "frame-1205.png"] fix_hypothesis: "Add verb tutorial before first combat" ``` **Example Usage:** ```python # In your agent conversation: """ I have a 10-minute gameplay recording of our new roguelike. Use $game-experience-analyzer to create an evidence report with: - Timestamped feature exposure ledger - Hook/Loop/Link/Surprise diagnosis - Issue cards prioritized by retention risk - Validation recommendations for A/B tests Recording: ./recordings/session-001.mp4 """ ``` **Real Example Output:** See `game-experience-analyzer/examples/survival-33-days-gameplay-experience-report.md` for a 41-minute recording analyzed with timestamps, visual evidence, and actionable fixes. ### 2. Game Concept Architect **Purpose:** Transform one-line game ideas into structured concept seeds, player promises, core loops, and validation plans. **Trigger:** ``` Use $game-concept-architect to turn this game idea into a concept seed, player promise contract, core loop, scope gate, and prototype validation plan. ``` **Input:** ``` One-line idea: "A farming game where you grow magical creatures instead of crops" ``` **Output Contract:** ```yaml player_promise_contract: player_verbs: ["nurture", "harvest", "combine", "discover"] action_goal_alignment: core_action: "Daily creature care with visible trait evolution" short_term_goal: "Unlock new creature types (session)" medium_term_goal: "Master breeding combinations (week)" long_term_goal: "Complete creature compendium (month)" uncertainty_sources: - "Which trait combinations produce rare creatures?" - "What feeding patterns unlock evolution paths?" scope_gate: must_have: ["5 base creatures", "breeding system", "trait visualization"] nice_to_have: ["creature marketplace", "seasonal events"] out_of_scope: ["PvP battles", "multiplayer trading"] validation_plan: prototype_scope: "Single creature lifecycle with 3 evolution paths" key_metrics: ["breeding attempts per session", "discovery moments per hour"] success_criteria: "60% of players attempt 3+ breedings in first session" ``` **Example Usage:** ```python # In your agent conversation: """ Use $game-concept-architect to develop this idea: "A reverse tower defense where you play as the monsters trying to reach the castle, and you unlock new monster types by failing in creative ways" I need: - Concept seed with player verbs - Player promise contract - Core loop with 3 layers - Scope gate for 3-month prototype - Validation plan with testable hypotheses """ ``` ### 3. Game Design Proposal Writer **Purpose:** Assemble concept briefs, evidence, and constraints into decision-ready proposals (publisher pitches, internal greenlight docs, vertical slice plans). **Trigger:** ``` Use $game-design-proposal-writer to turn this concept brief, validation plan, evidence notes, and production constraints into a decision-ready commercial proposal. ``` **Input Structure:** ```yaml inputs: concept_brief: "./concepts/creature-farm-v2.md" evidence_index: "./evidence/prototype-playtest-2024-12.md" validation_plan: "./validation/breeding-engagement-test.md" production_constraints: team_size: 4 timeline: "12 months" target_platform: "PC/Steam" ``` **Output Contract:** ```yaml proposal_structure: executive_summary: one_line_pitch: "Creature breeding farm with discovery-driven progression" target_audience: "Stardew Valley + Pokemon players (ages 16-35)" market_positioning: "Premium indie ($19.99), PC-first with console ports" proof_of_play: evidence: ["prototype-v2 playtest results", "wishlist conversion 8.2%"] validated_hooks: ["breeding discovery loop", "trait visualization joy"] scope_and_timeline: mvp_scope: "15 creatures, 3 biomes, breeding system" milestone_gates: - month_3: "Core loop validated (retention > 40%)" - month_6: "Content pipeline proven (1 creature/week)" - month_9: "Beta with 30 creatures, polish pass" risks_and_mitigation: - risk: "Breeding complexity overwhelming new players" evidence: "Playtest feedback 12/15 confused in first 10min" mitigation: "Simplified tutorial + progressive complexity" ``` **Example Usage:** ```python # In your agent conversation: """ Use $game-design-proposal-writer to create a publisher pitch using: Concept: [paste creature farm concept] Evidence: We have prototype playtest data showing 45% day-1 retention Team: 4 people (2 engineers, 1 artist, 1 designer) Timeline: 18 months to 1.0 Budget ask: $300k Format: Publisher pitch deck outline with proof of play section """ ``` ### 4. Game Experience Density Optimizer **Purpose:** Diagnose retention/pacing issues and create weekly A/B experiment plans with instrumentation. **Trigger:** ``` Use $game-experience-density-optimizer to turn this first-session retention problem into ED diagnosis, weekly A/B variants, instrumentation, and rollback gates. ``` **ED Framework:** ```yaml experience_density_dimensions: CLP: "Core Loop Participation (actions/minute)" SF: "Soft Friction (waiting, confusion, busywork)" EB: "Embodiment (control responsiveness, feedback)" AR: "Atmospheric Richness (audiovisual coherence)" MD_min: "Minimum Discovery (new info/minute)" ``` **Input Example:** ```yaml problem_statement: metric: "Day 1 retention dropped from 42% to 31% after tutorial update" hypothesis: "New tutorial adds 8 minutes of soft friction before core loop" evidence: "./analytics/retention-drop-2024-12.csv" ``` **Output Contract:** ```yaml ed_diagnosis: current_state: CLP_first_10min: 2.1 # actions per minute SF_tutorial: 8.3 # minutes before first core action MD_min: 0.4 # discoveries per minute lever_recommendations: - lever: "SF_reduction" change: "Cut tutorial from 8min to 3min, defer advanced features" expected_delta: "SF: 8.3→3.1, CLP: 2.1→3.8" cost: "2 days implementation" weekly_experiment: variant_matrix: control: "Current 8min tutorial" variant_a: "3min core tutorial, advanced defer to first use" variant_b: "Tutorial skippable after 1min with comeback hints" instrumentation: events: - "tutorial_started" - "tutorial_completed" - "first_core_action" - "session_10min_reached" dashboard_fields: - "tutorial_completion_rate" - "time_to_first_core_action" - "d1_retention_by_variant" decision_rules: success_criteria: "Variant retention > control + 5pp (p<0.05)" rollback_trigger: "Variant retention < control - 3pp after 500 users" ``` **Example Usage:** ```python # In your agent conversation: """ Use $game-experience-density-optimizer to diagnose this problem: Our puzzle game's first session used to average 12 minutes, now it's 8 minutes. Completion rate stayed the same (78%) but day-7 retention dropped 40%→28%. Create an ED diagnosis with: - CLP/SF/EB/AR/MD-min measurements - 3 variant hypotheses for weekly A/B test - Telemetry event plan - Pre-registered decision rules - Rollback gates Data: ./analytics/session-length-drop.csv """ ``` **Showcase Case:** See `docs/showcases/elliot-experience-density-report/` for a real demo ED analysis with screenshot evidence, metric horizon, and variant matrix. ### 5. Paranoia AI System Evolver **Purpose:** Upgrade prompts, workflows, schemas, and agent rules with WOOP/VOI/OODA/evals/gates. **Trigger:** ``` Use $paranoia-ai-system-evolver to upgrade this workflow with a WOOP Task Card, VOI, OODA, eval checks, Human Gate, and rollback. ``` **WOOP Framework:** ```yaml woop_task_card: wish: "Improve concept-to-prototype validation workflow" outcome: "80% of concepts have testable hypotheses before prototyping" obstacle: "Designers skip validation planning when excited about idea" plan: "Add validation gate to concept architect output contract" ``` **VOI Calculation:** ```yaml value_of_information: decision: "Should we add multiplayer to creature farm?" uncertainty_cost: "$120k dev cost × 60% failure risk = $72k" information_value: "1-week prototype test reduces risk to 20%" voi: "$72k - $24k - $8k (test cost) = $40k net value" recommendation: "Run test before committing to multiplayer" ``` **Example Usage:** ```python # In your agent conversation: """ Use $paranoia-ai-system-evolver to improve this prompt: Current: "Analyze this game and tell me if it's good" Issues: - No evidence requirement - Vague success criteria - No output contract Upgrade with: - WOOP task card - VOI calculation for analysis depth - OODA loop for iterative refinement - Eval checks for evidence quality - Human gate for final judgment - Rollback path if analysis is off-track """ ``` ### 6. Game Design Book Translator **Purpose:** Translate English game design texts (books, essays, chapters) to professional Chinese with reviewable terminology. **Trigger:** ``` Use $game-design-book-translator to translate and polish this game design chapter into professional Chinese, including terminology and figure captions. ``` **Input Example:** ```markdown # Chapter 3: The Core Loop A game's core loop is the repeating cycle of actions that players perform most frequently. In a shooter, this might be: aim → shoot → hit → reload. In a strategy game: gather → build → attack → expand. The strength of a core loop determines how engaging moment-to-moment play feels. ``` **Output Contract:** ```yaml translation_output: body: | # 第三章:核心循环 游戏的核心循环(Core Loop)是玩家最频繁执行的重复性动作周期。 在射击游戏中,这可能是:瞄准 → 射击 → 命中 → 装填。 在策略游戏中:收集 → 建造 → 攻击 → 扩张。 核心循环的强度决定了时刻体验的参与感。 terminology_glossary: - source: "core loop" target: "核心循环" note: "保留英文以维持专业语境" - source: "moment-to-moment play" target: "时刻体验" alternatives: ["逐刻玩法", "即时体验"] ``` **Example Usage:** ```python # In your agent conversation: """ Use $game-design-book-translator to translate this essay: [Paste English game design text] Requirements: - Professional Chinese game design terminology - Keep key English terms in parentheses where standard - Maintain formatting (headings, lists, emphasis) - Create terminology glossary for review """ ``` ### 7. Game Design Source Curator **Purpose:** Transform scattered articles, videos, creator profiles, and websites into a maintainable game design knowledge base. **Trigger:** ``` Use $game-design-source-curator to review these game design sources and turn accepted items into a maintainable local knowledge base. ``` **Input Example:** ```yaml sources_to_review: - url: "https://www.youtube.com/watch?v=example" type: "video" topic: "roguelike progression design" - url: "https://www.gamedeveloper.com/example-article" type: "article"
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