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rbergman
GitHub 제작자 프로필

rbergman

1개 GitHub 저장소에서 수집된 44개 skills를 저장소 단위로 보여줍니다.

수집된 skills
44
저장소
1
업데이트
2026년 8월 8일
저장소 탐색

저장소와 대표 skills

audio-design
미분류

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…

2026년 8월 8일
cosmic-horror-register
미분류

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…

2026년 8월 8일
data-driven-design
미분류

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,…

2026년 8월 8일
deadpan-institutional-register
미분류

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,…

2026년 8월 8일
economy-design
미분류

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…

2026년 8월 8일
encounter-design
미분류

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…

2026년 8월 8일
experience-design
미분류

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…

2026년 8월 8일
game-balance
미분류

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…

2026년 8월 8일
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