aesthetic-direction-framework
wanghaisheng/OpenAgenticGame-Studios
Define the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.
competitive-analysis
wanghaisheng/OpenAgenticGame-Studios
Game industry competitive analysis framework for product managers.
Provides structured methodologies for analyzing competing games, studios, and market positioning.
Use when: (1) mapping the competitive landscape for a game genre or product,
(2) building feature comparison matrices across competing titles,
(3) analyzing positioning, monetization, or UA strategy differences,
(4) conducting win/loss analysis on player acquisition and churn,
(5) identifying market trends, genre shifts, and platform changes,
(6) creating competitive intelligence briefs with web research.
Triggers: "competitive analysis", "competitor research", "竞品分析", "竞争对手",
"竞品调研", "市场分析", "competitor comparison", "market positioning",
"feature matrix", "win loss analysis", "genre analysis", "品类分析",
"竞品报告", "市场调研", "对标分析"
core-loop-designer
wanghaisheng/OpenAgenticGame-Studios
Define the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.
design-coherence-engine
wanghaisheng/OpenAgenticGame-Studios
Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).