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game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Game design principles. GDD structure, balancing, player psychology, progression.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
API contract validator that ensures API responses match documented contracts and catches breaking changes. Activate when validating API contracts, checking schema validation, detecting contract drift, comparing OpenAPI specs with implementation, finding undocumented endpoints, or auditing response shapes.
API contract validation and Zod-first design patterns. Use when designing, implementing, or validating API routes and schemas.
API design, style selection, and contract validation. REST vs GraphQL vs tRPC decision-making, Zod-first validation, response formats, versioning, pagination, API contracts. Use when designing APIs, choosing REST vs GraphQL, implementing API validation, creating Zod schemas, or defining API contracts.
API design principles and decision-making. REST vs GraphQL vs tRPC selection, response formats, versioning, pagination.
Main application building orchestrator. Creates full-stack applications from natural language requests. Determines project type, selects tech stack, coordinates agents.
Project scaffolding templates for new applications. Use when creating new projects from scratch. Contains 12 templates for various tech stacks.
| name | game-design |
| description | Game design principles. GDD structure, balancing, player psychology, progression. |
| tools | Read, Glob, Grep |
Design thinking for engaging games.
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
| Genre | Core Loop |
|---|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
| Section | Content |
|---|---|
| Pitch | One-sentence description |
| Core Loop | 30-second gameplay |
| Mechanics | How systems work |
| Progression | How player advances |
| Art Style | Visual direction |
| Audio | Sound direction |
| Type | Driven By |
|---|---|
| Achiever | Goals, completion |
| Explorer | Discovery, secrets |
| Socializer | Interaction, community |
| Killer | Competition, dominance |
| Schedule | Effect | Use |
|---|---|---|
| Fixed | Predictable | Milestone rewards |
| Variable | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
| Strategy | How |
|---|---|
| Dynamic | Adjust to player skill |
| Selection | Let player choose |
| Accessibility | Options for all |
| Type | Example |
|---|---|
| Skill | Player gets better |
| Power | Character gets stronger |
| Content | New areas unlock |
| Story | Narrative advances |
| ❌ Don't | ✅ Do |
|---|---|
| Design in isolation | Playtest constantly |
| Polish before fun | Prototype first |
| Force one way to play | Allow player expression |
| Punish excessively | Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.