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gsp-mechanics-systems-design
Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when auditing structure, boundaries, coupling, or state-management risks in an existing game project.
Use when auditing UI sounds, reward/failure cues, danger cues, or audio feedback layering in a game.
Use when converting game audit findings into a structured multi-axis scorecard.
Use when choosing a backend profile for a game based on capabilities, project state, and quality target.
Use when reviewing a built or in-progress game against the locked brief before claiming completion.
Use when deciding development mode, quality target, task granularity, or refactor policy for game work.
| name | gsp-mechanics-systems-design |
| description | Use when translating a locked concept into concrete game systems, progression, state, and encounter rules. |
Turn the concept into a concrete systems design that game developers can reason about and extend.
Follow the gsp-orchestrator output strategy:
docs/game-studio/system-design.md.Use:
./shared/templates/system-design.md./shared/reference/game-dev-abstractions.mdPrefer game-native concepts such as GameManager, StateMachine, EncounterDirector, HUDFlow, and SoundLayer.
Do not let runtime-specific jargon replace actual game design clarity.