| name | video-game-designer |
| description | Comprehensive video game design guidance covering Game Design Document (GDD) structure, core mechanics design, player motivation (Bartle types), level design principles, difficulty curves, playtesting methodology, monetization ethics, game feel and juice, and the full design-to-playtest pipeline. Use when the user asks about video game designer or needs help with related topics. Do NOT use for unrelated domains or when a more specialized skill exists.
|
| license | Apache-2.0 |
| metadata | {"author":"foundry-skills","version":"1.0.0","tags":"game-design design guide","category":"game-development","subcategory":"game-design","depends":"","disclaimer":"none","difficulty":"intermediate"} |
Video Game Designer
When to Use
Use this skill when:
- The user wants to design a video game and needs help with Game Design Documents, core mechanics, or the design-to-playtest pipeline
- The user needs guidance on player motivation (Bartle types), difficulty curves, or game feel and juice
- The user is scoping a game project and needs help with team structure, timeline, or business model decisions
- The user wants to understand genre conventions, reference analysis, or what makes a game unique
- The user needs a structured playtesting methodology or feedback analysis framework
Do NOT use this skill when:
- The user is designing a board game or tabletop game (use board-game-creator or tabletop-rpg-designer instead)
- The user needs specialized mobile F2P design (use mobile-game-designer instead)
- The user needs deep expertise in a specific subsystem like audio, economy, or narrative (use the relevant specialized skill)
Process
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Gather requirements. Ask the user clarifying questions about their specific context, goals, constraints, and experience level.
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Analyze the situation. Review the information provided and identify key factors, challenges, and opportunities relevant to video game designer.
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Develop the framework. Create a structured approach tailored to the user's needs, incorporating best practices and domain-specific considerations.
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Deliver actionable output. Present specific, implementable recommendations with clear rationale, timelines, and success criteria.
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Address edge cases. Proactively identify potential issues, alternative approaches, and contingency plans.
Use this skill when:
- User needs guidance on video game designer
- User asks about video game designer best practices or techniques
- User wants a structured approach to video game designer
Do NOT use this skill when:
- A more specialized skill exists for the specific subtopic
- The request is outside the scope of video game designer
Questions to Ask First
Before designing any video game, clarify:
- What is the core experience you want to create? (The feeling the player should have -- not features, but emotion)
- Who is the target audience? (Casual, mid-core, hardcore, age range, gaming background)
- What platform(s)? (PC, console, mobile, VR, browser -- this shapes everything)
- What is the team size and skill set? (Solo, small indie, mid-size studio)
- What is the scope and timeline? (Game jam, 3 months, 1 year, multi-year)
- What genre or reference games inspire this? (Not to copy, but to understand the design space)
- What is the business model? (Premium, free-to-play, early access, subscription)
- What is the one thing that makes this game unique? (The hook -- if you can't answer this, pause and think)
Game Design Document (GDD) Structure
Essential GDD Sections
1. CONCEPT OVERVIEW (1 page)
Game Title: _______________
Tagline: One sentence that sells the game
Elevator Pitch: 2-3 sentences describing the experience
Genre: Primary and secondary
Platform(s): Target platforms
Target Audience: Who and why
Unique Selling Point: What makes this different
2. CORE GAMEPLAY
Core Loop: The repeated cycle of play
[Action] -> [Reward/Feedback] -> [Progression] -> [Action]
Primary Mechanic: The one thing the player does most
Secondary Mechanics: Supporting systems
Player Verbs: What can the player DO? (jump, build, shoot, solve, trade)
3. GAME WORLD AND SETTING
Setting: Time, place, tone
Visual Style: Art direction reference
Audio Direction: Music and sound design vision
Narrative Premise: Why does this world exist?
4. PROGRESSION SYSTEM
How does the player advance?
Skill progression vs. character progression vs. story progression
Pacing: How long is the experience? How is it structured?
Content gates: What unlocks what?
5. TECHNICAL REQUIREMENTS
Engine: (Unity, Unreal, Godot, custom)
Minimum specs: For target platforms
Networking: Single-player, multiplayer, online features
Save system: How and when
6. SCOPE AND MILESTONES
Vertical Slice: Target date
Alpha: Feature complete
Beta: Content complete
Gold: Ship-ready
Cut list: Features ranked by priority (must-have, nice-to-have, dream)
GDD IS A LIVING DOCUMENT:
It changes throughout development. The initial version sets
direction; the final version documents what was actually built.
Don't over-design on paper. Build, test, iterate.
Core Mechanics Design
The Core Loop
Every game has a core loop: the repeated cycle that IS the game.
EXAMPLES:
Roguelike: Explore -> Fight -> Loot -> Die -> Start Over (stronger)
City Builder: Build -> Manage -> Expand -> Optimize -> Build
Puzzle: Observe -> Hypothesize -> Act -> Feedback -> Observe
Battle Royale: Loot -> Move -> Fight -> Survive -> Win/Lose
DESIGNING YOUR CORE LOOP:
1. What is the primary action? (The verb: jumping, building, matching)
2. What is the immediate feedback? (Visual, audio, score, progress)
3. What is the short-term reward? (New ability, resource, revelation)
4. What is the long-term motivation? (Story, mastery, collection, status)
5. Does the loop feel good on iteration 1? Iteration 100? Iteration 1000?
THE 30-SECOND TEST:
Can you prototype the core loop in 30 seconds of play?
If not, the loop might be too complex or too slow.
The core loop should be engaging BEFORE you add content.
Mechanics Design Principles
DEPTH vs. COMPLEXITY:
Depth: Many interesting decisions emerge from simple rules
(Chess: 6 piece types, near-infinite strategic depth)
Complexity: Many rules that are hard to learn
(Tax code: complex but not deep or interesting)
AIM FOR: High depth, low complexity. Simple to learn, deep to master.
EMERGENT GAMEPLAY:
Design mechanics that interact in ways you didn't fully anticipate.
When players discover new strategies by combining mechanics,
that's a sign of good design.
Example: Physics + fire in Breath of the Wild creates
emergent strategies the designers didn't explicitly build.
MEANINGFUL CHOICES:
Every player choice should involve a tradeoff.
If one option is always better, it's not a real choice.
Good choice: "Spend gold on a weapon (offense) or armor (defense)"
Bad choice: "Spend gold on +10 sword or +1 sword" (no tradeoff)
FEEDBACK LOOPS IN MECHANICS:
Positive feedback: Winner gets stronger, creating snowball
(exciting but can be unfun if too extreme)
Negative feedback: Loser gets help, creating catch-up
(reduces frustration but can feel unfair to the leader)
Balance both: Let skilled play create advantages, but prevent
them from being insurmountable.
THE LENS OF THE TOY:
A good game mechanic should be fun as a "toy" before it
becomes a "game." Jumping in Mario is fun even without goals.
Building in Minecraft is satisfying even without objectives.
If the mechanic isn't fun as a toy, no amount of game structure
will make it engaging.
Player Motivation (Bartle Types)
BARTLE'S PLAYER TAXONOMY (originally for MUDs, widely applicable):
ACHIEVERS (Diamonds):
Motivated by: Completion, mastery, high scores, 100% achievements
Design for: Clear goals, progression systems, achievement lists,
leaderboards, completionist content
"I want to see my number go up."
EXPLORERS (Spades):
Motivated by: Discovery, secrets, understanding systems, finding
hidden content
Design for: Large worlds with secrets, discoverable mechanics,
lore, easter eggs, non-linear paths
"I want to see what's over that hill."
SOCIALIZERS (Hearts):
Motivated by: Relationships, cooperation, community, shared experiences
Design for: Multiplayer interaction, guilds/clans, communication tools,
cooperative challenges, social spaces
"I want to play WITH people."
KILLERS (Clubs):
Motivated by: Competition, dominance, imposing on others, PvP
Design for: PvP systems, rankings, competitive modes, ability
to impact other players
"I want to beat other players."
IMPORTANT NUANCES:
- Players are a MIX of types, not purely one
- Different types are engaged at different stages
- Early game often appeals to Explorers/Achievers
- Endgame often appeals to Socializers/Killers
- Design for your TARGET type but include hooks for others
SELF-DETERMINATION THEORY (More modern framework):
Autonomy: Player agency and meaningful choice
Competence: Mastery, skill growth, challenge matching ability
Relatedness: Connection with others, belonging
All three should be present for sustained engagement.
Level Design Principles
THE LANGUAGE OF LEVEL DESIGN:
TEACHING THROUGH PLAY:
1. Introduce mechanic in a safe environment (no penalty for failure)
2. Let player practice the mechanic
3. Present a challenge that requires the mechanic
4. Combine with previous mechanics for complexity
5. Test mastery with a difficult challenge
Nintendo's approach: "Introduce, develop, twist, conclude"
Each level introduces a concept, explores variations, then
presents a final challenge combining everything.
FLOW AND PACING:
Alternate intensity levels:
High tension -> Relief -> Medium tension -> Relief -> Climax
The "Roller Coaster" principle:
Players need valleys to appreciate peaks.
Constant action becomes numbing.
Constant calm becomes boring.
GUIDANCE WITHOUT HANDHOLDING:
- Environmental cues: Light draws the eye, color highlights paths
- Weenies: Visible distant landmarks that pull the player forward
(Disney's castle visible from everywhere in the park)
- Breadcrumbs: Small rewards along the correct path
- Negative space: Empty areas feel wrong; players move toward content
- Chokepoints: Narrow paths that naturally guide movement
SPATIAL DESIGN:
- Give players a sense of place (landmarks, distinct areas)
- Create interesting sight lines (see where you're going/been)
- Mix open spaces with tight spaces (variety of engagement)
- Provide vantage points (overlooks reward exploration)
- Connect spaces with visual and spatial logic
Difficulty Curves
TYPES OF DIFFICULTY CURVES:
LINEAR:
Difficulty | /
| /
| /
|/________
Time
Simple, predictable. Can feel monotonous.
STEPPED:
Difficulty | ___
| ___|
|___|
|________
Time
Plateau periods let players consolidate skills.
Most common in traditional game design.
WAVE / SAWTOOTH:
Difficulty | /\ /\
| / \ / \ /
| / \/ \/
|/_______________
Time
Challenge spikes followed by relief.
Keeps players engaged through contrast.
ADAPTIVE:
Adjusts dynamically based on player performance.
Pros: Maintains flow state for all skill levels
Cons: Can feel artificial, removes bragging rights
DIFFICULTY DESIGN PRINCIPLES:
- Fail state should teach, not punish
- The player should always understand WHY they failed
- Difficulty should come from interesting decisions, not
obscure mechanics or unfair surprises
- Easy mode should still be engaging (not patronizing)
- Hard mode should still be fair (not arbitrary)
FLOW STATE (Csikszentmihalyi):
The sweet spot between boredom (too easy) and anxiety (too hard).
Difficulty should roughly match the player's growing skill.
Anxiety | /
| /
FLOW |--/--- <- The target zone
|/
Boredom |________
Low High
Skill Level
Playtesting Methodology
TYPES OF PLAYTESTING:
INTERNAL (Developer) TESTING:
Purpose: Find bugs, test mechanics, check balance
When: Throughout development
Limitation: Developers can't experience the game fresh
FOCUS TESTING:
Purpose: Get reactions from target audience
When: After significant milestones (vertical slice, alpha)
Method: Structured session with observation and surveys
USABILITY TESTING:
Purpose: Can players figure out the UI and controls?
When: Early and often
Method: Watch players try tasks without instruction
BALANCE TESTING:
Purpose: Are strategies, characters, weapons balanced?
When: When content is near-complete
Method: Data analysis of outcomes across many play sessions
THE PLAYTEST SESSION:
BEFORE:
1. Define what you're testing (specific questions, not "is it fun")
2. Prepare the build (stable, specific section, clear start/end)
3. Prepare observation tools (screen recording, note-taking template)
4. Brief the tester: "Play naturally. Think out loud. There are
no wrong answers. We're testing the game, not you."
DURING:
1. OBSERVE silently. Do not help, explain, or justify.
2. Note where players get stuck, confused, or frustrated
3. Note where players smile, lean forward, or express excitement
4. Note where players make choices you didn't expect
5. Time key actions (how long to complete tutorial, level, etc.)
6. If using think-aloud protocol, only prompt with "What are
you thinking right now?" -- never leading questions
AFTER:
1. Debrief interview: "What did you enjoy most? What frustrated you?
What was confusing? Would you play again?"
2. Quantitative survey if appropriate (Likert scales)
3. Compile observations across all testers
4. Identify patterns (one person's frustration is anecdotal;
3+ people stuck at the same spot is a design problem)
THE GOLDEN RULE:
When a playtester says something is wrong, they're almost
always right. When they suggest a solution, they're almost
always wrong. Listen to the PROBLEM, not the proposed fix.
Game Feel and Juice
GAME FEEL (Steve Swink):
The tactile, embodied sensation of interacting with virtual objects.
The difference between "this game controls well" and "this game
feels amazing."
ELEMENTS OF GOOD GAME FEEL:
- Responsive input (minimal input lag)
- Satisfying animations (weight, momentum, snap)
- Screen shake on impacts (subtle but powerful)
- Particle effects on actions (dust, sparks, trails)
- Sound effects timed to actions (audio feedback)
- Camera movement that reinforces action
- Controller vibration (haptic feedback)
JUICE:
The polish that makes simple actions feel rewarding.
"Juice" = maximum output for minimum input.
JUICING A BUTTON PRESS:
Unjuiced: Button changes state. That's it.
Juiced: Button depresses with squash animation, makes a
satisfying click sound, emits particles, screen shakes
slightly, text pulses, score increments with a whoosh,
combo counter updates with a flash.
Same mechanic. Radically different feel.
ADDING JUICE (Priority order):
1. Sound effects (biggest impact for effort)
2. Screen shake (subtle! 2-5 pixels, 0.1 seconds)
3. Particle effects (dust, sparks, impacts)
4. Animation easing (ease-in, ease-out, overshoot, bounce)
5. Camera punch/zoom on important events
6. Color flashes or post-processing effects
7. Time manipulation (brief slowdown on impacts -- "hitstop")
8. UI animations (score counting up, health bar draining smoothly)
THE JUICE TEST:
Take any action in your game. Make it 2x more satisfying
with only visual/audio polish. If you can't, the base
mechanic might need redesign.
Monetization Ethics
ETHICAL MONETIZATION SPECTRUM:
CLEARLY ETHICAL:
- Premium price (pay once, get the whole game)
- Cosmetic-only microtransactions (no gameplay advantage)
- Expansion packs with substantial new content
- "Pay what you want" models
- Season passes with transparent content roadmaps
GRAY AREA:
- Battle passes (time-limited; can create FOMO)
- Convenience purchases (XP boosters, fast travel)
- Energy systems (limiting play sessions)
- Gacha with published rates and pity systems
CLEARLY UNETHICAL:
- Loot boxes targeting minors without published rates
- Pay-to-win in competitive games
- Artificial difficulty designed to sell solutions
- Predatory spending targeting vulnerable players ("whales")
- Disguising real-money costs (premium currency obfuscation)
- Dark patterns (hiding unsubscribe, confusing UI for purchases)
DESIGN PRINCIPLES FOR ETHICAL MONETIZATION:
1. Players should always know what they're paying for
2. Free players should have a complete, enjoyable experience
3. Spending should never be required to progress at a reasonable pace
4. Spending should enhance, not gatekeep
5. Published odds for any randomized purchases
6. Spending limits and parental controls
7. No manipulation of vulnerable populations
Practice Exercises
Exercise 1: Core Loop Design
Design 3 different core loops for the same theme (e.g., "space exploration"). Each loop should create a fundamentally different experience. Prototype the one that excites you most.
Exercise 2: Toy Test
Build the simplest possible version of your main mechanic. No goals, no score, no enemies. Just the mechanic. Is it fun as a toy? If not, iterate until it is.
Exercise 3: Juice Pass
Take a simple game prototype (even Pong). Add juice: screen shake, particles, sound effects, animation easing. Compare before and after. Note how much feel changes.
Exercise 4: Playtest Observation
Watch 3 people play a game you're designing (or any game). Don't help them. Take notes on every moment of confusion, frustration, or delight. Identify the top 3 patterns.
Exercise 5: Level Design Language
Design a level that teaches a new mechanic WITHOUT any text, tutorials, or UI prompts. Use only environmental design to guide the player.
Exercise 6: One-Page GDD
Write a complete game concept on a single page. If you can't communicate the vision in one page, the concept isn't clear enough yet.
Output Format
Deliver the response as a structured document with clear headings and actionable content. Use tables for comparisons, numbered lists for sequential steps, and bullet points for options. Include specific examples where applicable.
[Video Game Designer deliverable]
1. Context and objectives
2. Analysis or framework
3. Specific recommendations with rationale
4. Action items with timeline
Example
Input: "Help me with video game designer for a mid-size project."
Output: A complete video game designer framework tailored to the specific context, with actionable steps, relevant considerations, and measurable outcomes.
Edge Cases
- Incomplete information: Ask clarifying questions before proceeding rather than making assumptions
- Conflicting requirements: Identify trade-offs explicitly and present options with pros and cons
- Scale mismatch: Adapt recommendations to match the user's context (individual vs. team vs. organization)
- Domain crossover: When the request overlaps with other skill domains, address what falls within scope and reference specialized skills for the rest