| name | stemstudio-game-design |
| description | Genre blueprints, game-feel guidance, and build-order planning for Studio 3D. Use when the user wants a whole game, a genre direction, or better game feel rather than a single asset or command. |
StemStudio Game Design
This is a planning and composition skill, not a primary execution skill.
Use it when the task is about:
- choosing a genre structure
- deciding build order for a full game
- improving game feel
- selecting mechanics, pacing, or difficulty patterns
- mapping a vague request into concrete StemStudio skills
Workflow
- Identify the genre or nearest playbook.
- Define the core loop in one sentence.
- Lock the camera and control scheme early.
- Look up the genre's physics defaults row in
~/.claude/stemstudio-docs/physics-system.md "Physics Defaults by Genre" — gravity, player body type, environment shape, recommended preset. This row informs the very first object physics decisions; load it before any stemstudio-physics work.
- Define win state, fail state, and progression.
- Break the game into build slices:
environment
player and camera
verbs and interactions
enemies, hazards, or challenge systems
progression and feedback
polish
- Route each slice to the smallest execution skill that can deliver it.
- Verify one slice at a time instead of planning the whole game as one giant batch.
Creation Workflow
For broad "make a game" requests, use this order:
- Choose the closest genre playbook in
~/.claude/stemstudio-docs/genres/
- Read
~/.claude/stemstudio-docs/game-design-patterns.md
- Read
~/.claude/stemstudio-docs/camera-guide.md if camera choice is not already obvious
- Build a graybox first
- Implement the player loop before enemy or scoring systems
- Add progression, fail states, and feedback only after the main verb feels good
- Route polish into VFX, audio, UI, lighting, and post-processing last
Genre Routing
Use these as compact starting points:
- platformer or endless runner: jump timing, readable lanes or platforms, fail volumes, collectables, strong side-view camera
- action adventure or collectathon: traversal, quests or pickups, spatial exploration, enemy encounters, checkpointing
- fps shooter: weapon loop, enemy readability, health and ammo feedback, encounter pacing
- racing or kart: track readability, checkpoints, boosts, collision forgiveness, follow camera
- puzzle exploration: low mechanic count, high readability, strong state change feedback
- tower defense: waves, lanes, towers, base health, upgrade pacing
- turn-based strategy: turn order, unit roles, battlefield readability, state panels
- fighting: short rounds, spacing, hit confirms, camera framing, input responsiveness
- survival crafting or simulation management: resource loops, build or unlock cadence, clear economy feedback
- horror: tension pacing, visibility control, scarcity, audio cues, safe versus unsafe spaces
Game Feel Checklist
When a game feels flat, improve:
- feedback on success and failure
- movement readability
- camera appropriateness
- pacing between actions
- visible state changes
- sound/VFX reinforcement
- progression of challenge
- touch and mobile readability when the game must work beyond keyboard/mouse
Typical polish routes:
- VFX and impact feedback ->
stemstudio-vfx
- behavior tuning ->
stemstudio-behaviors
- atmosphere/post-processing ->
stemstudio-atmosphere
- camera setup ->
stemstudio-camera
- reusable encounter pieces ->
stemstudio-prefabs
Composition Rules
- Prefer built-in behaviors before custom code.
- Prefer prefab reuse before rebuilding repeated setups.
- Use primitives for structural geometry and search/import for recognizable authored assets.
- Keep one creation strategy per object.
- Keep data in lambdas and logic in behaviors.
- Do not over-design systems the user did not ask for.
- Design for visible feedback early; a mechanic without feedback will feel broken even if the logic works.
Build Order Templates
New game from scratch
- define genre, fantasy, and core loop
- choose camera and movement model
- build navigable space or board layout
- implement player or primary interaction verb
- add challenge layer: enemies, obstacles, puzzles, or economy loop
- add scoring, fail states, progression, and feedback
- add polish, VFX, audio, UI, and atmosphere
Improve an existing prototype
- inspect current scene and mechanics
- identify the weakest layer
- improve one loop at a time
- verify before adding more systems
When To Read More
- Need a deeper mechanic pattern library:
~/.claude/stemstudio-docs/game-design-patterns.md
- Need a matching genre playbook:
~/.claude/stemstudio-docs/genres/
- Need camera selection rules:
~/.claude/stemstudio-docs/camera-guide.md
- Need to know whether a built-in behavior already covers the mechanic:
~/.claude/stemstudio-docs/behavior-catalog.md
- Need exact event topics while planning cross-system behavior interactions:
~/.claude/stemstudio-types/stem-events-registry.json
For implementation, switch to the execution skill that matches the current layer instead of staying in this skill.
Common Mistakes
- using this skill as if it were an API reference
- loading many implementation skills before the game loop is defined
- adding polish before the core loop is working
- skipping camera and control choices until late in the build
- planning enemies and scoring before the player verb feels good
- overbuilding systems the user did not request
See Also
stemstudio-copilot
stemstudio-scene
stemstudio-objects
stemstudio-behaviors
stemstudio-atmosphere
stemstudio-camera
stemstudio-vfx