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rbergman
GitHub クリエイタープロフィール

rbergman

1 件の GitHub リポジトリにある 44 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
44
リポジトリ
1
更新
2026年8月8日
リポジトリエクスプローラー

リポジトリと代表的な skills

audio-design
未分類

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…

2026年8月8日
cosmic-horror-register
未分類

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…

2026年8月8日
data-driven-design
未分類

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,…

2026年8月8日
deadpan-institutional-register
未分類

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,…

2026年8月8日
economy-design
未分類

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…

2026年8月8日
encounter-design
未分類

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…

2026年8月8日
experience-design
未分類

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…

2026年8月8日
game-balance
未分類

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…

2026年8月8日
収集済み skill 44 件中 8 件を表示しています。
1 件中 1 件のリポジトリを表示
すべてのリポジトリを表示しました