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rbergman
Perfil de creador de GitHub

rbergman

Vista por repositorio de 44 skills recopiladas en 1 repositorios de GitHub.

skills recopiladas
44
repositorios
1
actualizado
8 ago 2026
explorador de repositorios

Repositorios y skills representativas

audio-design
sin clasificar

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 ago 2026
cosmic-horror-register
sin clasificar

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 ago 2026
data-driven-design
sin clasificar

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 ago 2026
deadpan-institutional-register
sin clasificar

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 ago 2026
economy-design
sin clasificar

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 ago 2026
encounter-design
sin clasificar

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 ago 2026
experience-design
sin clasificar

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 ago 2026
game-balance
sin clasificar

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 ago 2026
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