- 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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