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- 2026년 5월 11일 15:30
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/tomevault-io/skills-registry --skill game-development명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SKILL.md 표시 중
SOC 직업 분류 기준
| name | game-development |
| description | name: arcanea-game-development Use when this capability is needed. |
name: arcanea-game-development description: Game development mastery - from game design documents to systems programming. Covers gameplay loops, narrative design, mechanics, balancing, and the art of creating player experiences. version: 1.0.0 author: Arcanea tags: [game-dev, game-design, mechanics, narrative, systems, industry] triggers:
"Games are not just software. They are experiences, emotions, and memories compressed into interactive form."
╔═══════════════════════════════════════════════════════════════════╗
║ GAME DEVELOPMENT PILLARS ║
╠═══════════════════════════════════════════════════════════════════╣
║ ║
║ DESIGN │ What the player experiences ║
║ NARRATIVE │ Why the player cares ║
║ MECHANICS │ How the player interacts ║
║ SYSTEMS │ What enables it all ║
║ ║
╚═══════════════════════════════════════════════════════════════════╝
Every game has a core loop—the fundamental cycle players repeat:
ACTION → FEEDBACK → REWARD → MOTIVATION → ACTION
Example (Shooter):
Aim → Shoot → Hit/Miss feedback → Points/Progress → Aim again
Example (RPG):
Explore → Encounter → Combat → Loot/XP → Level up → Explore more
MECHANICS → DYNAMICS → AESTHETICS
(Rules) (Behavior) (Emotion)
What you build → How it plays → What players feel
Design forward: Mechanics → Dynamics → Aesthetics
Design backward: What feeling? → What behavior? → What rules?
ACHIEVERS - Want to accomplish goals, collect, complete
EXPLORERS - Want to discover, understand, map
SOCIALIZERS - Want to interact, cooperate, compete with others
KILLERS - Want to dominate, defeat, impose will
CORE MECHANICS:
What you do most often (shooting, jumping, building)
SECONDARY MECHANICS:
Support the core (inventory, upgrades, crafting)
PROGRESSION MECHANICS:
Drive forward motion (XP, unlocks, story beats)
SOCIAL MECHANICS:
Enable player interaction (trading, guilds, PvP)
THE BALANCE TRIANGLE:
POWER
/\
/ \
/ \
COST ── UTILITY
Everything powerful should cost something.
Everything costly should provide utility.
Utility should feel worth the power/cost.
LOW RISK + LOW REWARD = Boring
LOW RISK + HIGH REWARD = Broken
HIGH RISK + LOW REWARD = Frustrating
HIGH RISK + HIGH REWARD = Thrilling
Find the sweet spot for your game.
LINEAR:
Player experiences fixed story
(The Last of Us)
BRANCHING:
Player choices affect story
(Detroit: Become Human)
EMERGENT:
Story arises from systems
(Dwarf Fortress, RimWorld)
ENVIRONMENTAL:
Story told through world
(Dark Souls, Hollow Knight)
MYSTERY - What is happening?
THREAT - What will happen?
DESIRE - What could I get?
BELONGING - Who are these people?
POWER - What can I become?
When mechanics and narrative align:
"I feel like a hero" + "My actions are heroic" = Harmony
When they conflict:
"I'm saving the world" + "I'm looting corpses" = Dissonance
Design mechanics that reinforce narrative.
Design narrative that justifies mechanics.
ENTITY-COMPONENT-SYSTEM (ECS):
Entities have components, systems process components
Best for: Data-oriented design, large worlds
OBJECT-ORIENTED:
Classes inherit behavior
Best for: Small to medium games, prototypes
STATE MACHINE:
States with transitions
Best for: AI, animation, game states
UPDATE LOOP:
Fixed timestep for physics
Variable timestep for rendering
Interpolation for smoothness
MEMORY:
Object pooling for frequent spawns
Spatial partitioning for queries
Level of detail for distant objects
CPU:
Batch similar operations
Avoid per-frame allocations
Profile before optimizing
NAVIGATION - Can players find their way?
PACING - Does difficulty/intensity vary?
AESTHETICS - Does it look/feel right?
PURPOSE - Does it serve the game's goals?
LANDMARKS - Distinctive visual features
LIGHTING - Bright = goal, dark = danger
ARCHITECTURE - Paths, walls, open spaces
COLOR - Warm = safe, cool = threat
SOUND - Music, ambient, directional cues
## Overview
- Game Title
- Genre
- Target Audience
- Platform(s)
- Core Fantasy (What the player should feel)
## Core Loop
- Primary action
- Feedback mechanism
- Reward structure
- Motivation driver
## Mechanics
- Core mechanics list
- Secondary mechanics
- Progression systems
## Narrative
- Setting
- Characters
- Story structure
- How story is delivered
## Art Direction
- Visual style
- Reference images
- Color palette
## Technical
- Engine/framework
- Key systems
- Performance targets
□ Core loop is clear and satisfying
□ Player motivations addressed
□ Mechanics reinforce fantasy
□ Narrative and mechanics align
□ Difficulty curve considered
□ Onboarding planned
□ End game considered
□ Scope creep - Start small, expand later
□ Feature bloat - Every feature should serve core loop
□ Poor feedback - Player needs to know what happened
□ Unclear goals - Player needs to know what to do
□ Punishment without learning - Failure should teach
"A great game is not a collection of features. It's a carefully crafted experience where every element serves the player's journey."
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