| name | gamedesignos-workflow |
| description | AI-native game design, concept validation, and prototyping system with evidence-first agent skills for analysis, concept architecture, and workflow evolution |
| triggers | ["analyze this game's experience and create an evidence report","turn this game idea into a validated concept architecture","help me write a game design proposal","diagnose this game's experience density and retention issues","evolve this game design workflow with WOOP and OODA","translate this game design text to professional Chinese","curate these game design sources into a knowledge base","create a player promise contract for this concept"] |
GameDesignOS Workflow Skill
Skill by ara.so — Design Skills collection.
GameDesignOS is an evidence-first agent skill system for game design analysis, concept architecture, validation planning, and AI workflow evolution. It transforms game experience diagnosis, concept development, proposal writing, experience-density optimization, and design knowledge curation into reusable, contract-driven agent instructions.
What GameDesignOS Does
GameDesignOS provides 7 specialized skills that work together through contracts (evidence indexes, player promises, validation plans, ED handoffs):
- Game Experience Analyzer - Turn screenshots/recordings/PVs into timestamped evidence reports
- Game Concept Architect - Convert ideas into player promises, core loops, and validation plans
- Game Design Proposal Writer - Assemble research into decision-ready proposals
- Game Experience Density Optimizer - Diagnose retention/pacing issues with A/B plans
- Paranoia AI System Evolver - Upgrade workflows with WOOP/VOI/OODA/evals
- Game Design Book Translator - Translate English design texts to professional Chinese
- Game Design Source Curator - Build maintainable design knowledge bases
Installation
Clone the Repository
git clone https://github.com/ParanoiaGames/GameDesignOS.git
cd GameDesignOS
Install Skills in Your Agent Environment
Copy the skill folders you need into your agent's skill directory:
cp -r game-experience-analyzer/ ~/.cursor/skills/
cp -r game-concept-architect/ ~/.cursor/skills/
cp -r game-design-proposal-writer/ ~/.cursor/skills/
cp -r game-experience-density-optimizer/ ~/.cursor/skills/
cp -r paranoia-ai-system-evolver/ ~/.cursor/skills/
cp -r game-design-book-translator/ ~/.cursor/skills/
cp -r game-design-source-curator/ ~/.cursor/skills/
Verify Installation
Each skill has a SKILL.md manifest. Check that:
- The
name field matches the folder name
- Relative links to
references/, templates/, examples/ resolve correctly
ls -la game-experience-analyzer/
Core Skills and Usage Patterns
1. Game Experience Analyzer
Purpose: Convert game media (screenshots, gameplay recordings, trailers, PVs) into evidence-linked diagnosis reports.
Trigger:
Use $game-experience-analyzer to analyze this gameplay recording into timestamped evidence, Hook/Loop/Link/Surprise diagnosis, issue cards, and validation recommendations.
Input Types:
- Screenshots of gameplay moments
- Gameplay recording URLs or files
- Trailer/PV links (YouTube, Bilibili)
- Steam page media
Output Contract:
evidence_index:
sample_boundary: "0:00-15:23 first session"
timestamped_evidence:
- timestamp: "0:34"
frame: "./evidence/frame-0034.png"
observation: "Tutorial skips player verb introduction"
issue_severity: "high"
hook_loop_link_surprise:
hook: "Strong visual hook at 0:12 with city reveal"
core_loop: "Build → Battle → Upgrade cycle clear at 2:45"
link: "Weak motivation link between missions"
surprise: "Boss reveal at 8:30 creates high interest"
issue_cards:
- id: "ISS-001"
type: "feature_exposure"
priority: "P0"
evidence: ["frame-0034.png", "frame-1205.png"]
fix_hypothesis: "Add verb tutorial before first combat"
Example Usage:
"""
I have a 10-minute gameplay recording of our new roguelike.
Use $game-experience-analyzer to create an evidence report with:
- Timestamped feature exposure ledger
- Hook/Loop/Link/Surprise diagnosis
- Issue cards prioritized by retention risk
- Validation recommendations for A/B tests
Recording: ./recordings/session-001.mp4
"""
Real Example Output:
See game-experience-analyzer/examples/survival-33-days-gameplay-experience-report.md for a 41-minute recording analyzed with timestamps, visual evidence, and actionable fixes.
2. Game Concept Architect
Purpose: Transform one-line game ideas into structured concept seeds, player promises, core loops, and validation plans.
Trigger:
Use $game-concept-architect to turn this game idea into a concept seed, player promise contract, core loop, scope gate, and prototype validation plan.
Input:
One-line idea: "A farming game where you grow magical creatures instead of crops"
Output Contract:
player_promise_contract:
player_verbs: ["nurture", "harvest", "combine", "discover"]
action_goal_alignment:
core_action: "Daily creature care with visible trait evolution"
short_term_goal: "Unlock new creature types (session)"
medium_term_goal: "Master breeding combinations (week)"
long_term_goal: "Complete creature compendium (month)"
uncertainty_sources:
- "Which trait combinations produce rare creatures?"
- "What feeding patterns unlock evolution paths?"
scope_gate:
must_have: ["5 base creatures", "breeding system", "trait visualization"]
nice_to_have: ["creature marketplace", "seasonal events"]
out_of_scope: ["PvP battles", "multiplayer trading"]
validation_plan:
prototype_scope: "Single creature lifecycle with 3 evolution paths"
key_metrics: ["breeding attempts per session", "discovery moments per hour"]
success_criteria: "60% of players attempt 3+ breedings in first session"
Example Usage:
"""
Use $game-concept-architect to develop this idea:
"A reverse tower defense where you play as the monsters trying to reach the castle,
and you unlock new monster types by failing in creative ways"
I need:
- Concept seed with player verbs
- Player promise contract
- Core loop with 3 layers
- Scope gate for 3-month prototype
- Validation plan with testable hypotheses
"""
3. Game Design Proposal Writer
Purpose: Assemble concept briefs, evidence, and constraints into decision-ready proposals (publisher pitches, internal greenlight docs, vertical slice plans).
Trigger:
Use $game-design-proposal-writer to turn this concept brief, validation plan, evidence notes, and production constraints into a decision-ready commercial proposal.
Input Structure:
inputs:
concept_brief: "./concepts/creature-farm-v2.md"
evidence_index: "./evidence/prototype-playtest-2024-12.md"
validation_plan: "./validation/breeding-engagement-test.md"
production_constraints:
team_size: 4
timeline: "12 months"
target_platform: "PC/Steam"
Output Contract:
proposal_structure:
executive_summary:
one_line_pitch: "Creature breeding farm with discovery-driven progression"
target_audience: "Stardew Valley + Pokemon players (ages 16-35)"
market_positioning: "Premium indie ($19.99), PC-first with console ports"
proof_of_play:
evidence: ["prototype-v2 playtest results", "wishlist conversion 8.2%"]
validated_hooks: ["breeding discovery loop", "trait visualization joy"]
scope_and_timeline:
mvp_scope: "15 creatures, 3 biomes, breeding system"
milestone_gates:
- month_3: "Core loop validated (retention > 40%)"
- month_6: "Content pipeline proven (1 creature/week)"
- month_9: "Beta with 30 creatures, polish pass"
risks_and_mitigation:
- risk: "Breeding complexity overwhelming new players"
evidence: "Playtest feedback 12/15 confused in first 10min"
mitigation: "Simplified tutorial + progressive complexity"
Example Usage:
"""
Use $game-design-proposal-writer to create a publisher pitch using:
Concept: [paste creature farm concept]
Evidence: We have prototype playtest data showing 45% day-1 retention
Team: 4 people (2 engineers, 1 artist, 1 designer)
Timeline: 18 months to 1.0
Budget ask: $300k
Format: Publisher pitch deck outline with proof of play section
"""
4. Game Experience Density Optimizer
Purpose: Diagnose retention/pacing issues and create weekly A/B experiment plans with instrumentation.
Trigger:
Use $game-experience-density-optimizer to turn this first-session retention problem into ED diagnosis, weekly A/B variants, instrumentation, and rollback gates.
ED Framework:
experience_density_dimensions:
CLP: "Core Loop Participation (actions/minute)"
SF: "Soft Friction (waiting, confusion, busywork)"
EB: "Embodiment (control responsiveness, feedback)"
AR: "Atmospheric Richness (audiovisual coherence)"
MD_min: "Minimum Discovery (new info/minute)"
Input Example:
problem_statement:
metric: "Day 1 retention dropped from 42% to 31% after tutorial update"
hypothesis: "New tutorial adds 8 minutes of soft friction before core loop"
evidence: "./analytics/retention-drop-2024-12.csv"
Output Contract:
ed_diagnosis:
current_state:
CLP_first_10min: 2.1
SF_tutorial: 8.3
MD_min: 0.4
lever_recommendations:
- lever: "SF_reduction"
change: "Cut tutorial from 8min to 3min, defer advanced features"
expected_delta: "SF: 8.3→3.1, CLP: 2.1→3.8"
cost: "2 days implementation"
weekly_experiment:
variant_matrix:
control: "Current 8min tutorial"
variant_a: "3min core tutorial, advanced defer to first use"
variant_b: "Tutorial skippable after 1min with comeback hints"
instrumentation:
events:
- "tutorial_started"
- "tutorial_completed"
- "first_core_action"
- "session_10min_reached"
dashboard_fields:
- "tutorial_completion_rate"
- "time_to_first_core_action"
- "d1_retention_by_variant"
decision_rules:
success_criteria: "Variant retention > control + 5pp (p<0.05)"
rollback_trigger: "Variant retention < control - 3pp after 500 users"
Example Usage:
"""
Use $game-experience-density-optimizer to diagnose this problem:
Our puzzle game's first session used to average 12 minutes, now it's 8 minutes.
Completion rate stayed the same (78%) but day-7 retention dropped 40%→28%.
Create an ED diagnosis with:
- CLP/SF/EB/AR/MD-min measurements
- 3 variant hypotheses for weekly A/B test
- Telemetry event plan
- Pre-registered decision rules
- Rollback gates
Data: ./analytics/session-length-drop.csv
"""
Showcase Case:
See docs/showcases/elliot-experience-density-report/ for a real demo ED analysis with screenshot evidence, metric horizon, and variant matrix.
5. Paranoia AI System Evolver
Purpose: Upgrade prompts, workflows, schemas, and agent rules with WOOP/VOI/OODA/evals/gates.
Trigger:
Use $paranoia-ai-system-evolver to upgrade this workflow with a WOOP Task Card, VOI, OODA, eval checks, Human Gate, and rollback.
WOOP Framework:
woop_task_card:
wish: "Improve concept-to-prototype validation workflow"
outcome: "80% of concepts have testable hypotheses before prototyping"
obstacle: "Designers skip validation planning when excited about idea"
plan: "Add validation gate to concept architect output contract"
VOI Calculation:
value_of_information:
decision: "Should we add multiplayer to creature farm?"
uncertainty_cost: "$120k dev cost × 60% failure risk = $72k"
information_value: "1-week prototype test reduces risk to 20%"
voi: "$72k - $24k - $8k (test cost) = $40k net value"
recommendation: "Run test before committing to multiplayer"
Example Usage:
"""
Use $paranoia-ai-system-evolver to improve this prompt:
Current: "Analyze this game and tell me if it's good"
Issues:
- No evidence requirement
- Vague success criteria
- No output contract
Upgrade with:
- WOOP task card
- VOI calculation for analysis depth
- OODA loop for iterative refinement
- Eval checks for evidence quality
- Human gate for final judgment
- Rollback path if analysis is off-track
"""
6. Game Design Book Translator
Purpose: Translate English game design texts (books, essays, chapters) to professional Chinese with reviewable terminology.
Trigger:
Use $game-design-book-translator to translate and polish this game design chapter into professional Chinese, including terminology and figure captions.
Input Example:
# Chapter 3: The Core Loop
A game's core loop is the repeating cycle of actions that players perform most frequently.
In a shooter, this might be: aim → shoot → hit → reload.
In a strategy game: gather → build → attack → expand.
The strength of a core loop determines how engaging moment-to-moment play feels.
Output Contract:
translation_output:
body: |
# 第三章:核心循环
游戏的核心循环(Core Loop)是玩家最频繁执行的重复性动作周期。
在射击游戏中,这可能是:瞄准 → 射击 → 命中 → 装填。
在策略游戏中:收集 → 建造 → 攻击 → 扩张。
核心循环的强度决定了时刻体验的参与感。
terminology_glossary:
- source: "core loop"
target: "核心循环"
note: "保留英文以维持专业语境"
- source: "moment-to-moment play"
target: "时刻体验"
alternatives: ["逐刻玩法", "即时体验"]
Example Usage:
"""
Use $game-design-book-translator to translate this essay:
[Paste English game design text]
Requirements:
- Professional Chinese game design terminology
- Keep key English terms in parentheses where standard
- Maintain formatting (headings, lists, emphasis)
- Create terminology glossary for review
"""
7. Game Design Source Curator
Purpose: Transform scattered articles, videos, creator profiles, and websites into a maintainable game design knowledge base.
Trigger:
Use $game-design-source-curator to review these game design sources and turn accepted items into a maintainable local knowledge base.
Input Example:
sources_to_review:
- url: "https://www.youtube.com/watch?v=example"
type: "video"
topic: "roguelike progression design"
- url: "https://www.gamedeveloper.com/example-article"
type: "article"
topic: "player onboarding patterns"
- creator: "Mark Brown (Game Maker's Toolkit)"
platform: "YouTube"
Output Contract:
knowledge_base_entry:
id: "SOURCE-2024-001"
title: "Roguelike Progression Design - Balancing Runs"
type: "video"
creator: "Game Maker's Toolkit"
url: "https://youtube.com/watch?v=example"
date_published: "2024-03-15"
key_concepts:
- "Meta-progression vs run-progression tension"
- "Unlock pacing in roguelikes"
- "Examples: Hades, Dead Cells, Slay the Spire"
tags: ["roguelike", "progression", "meta-progression", "unlocks"]
relevance_score: 9
notes: "Strong examples from shipped games. Directly applicable to creature farm unlock design."
citations:
- project: "creature-farm"
context: "Breeding unlock pacing reference"
Example Usage:
"""
Use $game-design-source-curator to process these sources:
1. Mark Brown's video on roguelike progression (YouTube link)
2. This GDC talk on onboarding (link)
3. Derek Yu's blog posts on Spelunky design
Create knowledge base entries with:
- Key concepts extracted
- Relevance scores for my creature breeding game
- Tagging for future search
- Citation recommendations
"""
Contract-Driven Workflow Chains
GameDesignOS skills pass structured contracts to enable multi-step workflows:
Chain 1: Idea → Validated Concept → Proposal
step_1:
skill: game-concept-architect
input: "One-line game idea"
output_contract: "player_promise_contract + validation_plan"
step_2:
skill: game-experience-analyzer
input: "Early prototype recording + validation_plan from step 1"
output_contract: "evidence_index + issue_cards"
step_3:
skill: game-design-proposal-writer
input: "player_promise_contract + evidence_index + team_constraints"
output_contract: "decision_ready_proposal"
Example:
"""
Use $game-concept-architect:
Idea: "Reverse tower defense where you play as monsters and unlock types by failing creatively"
"""
"""
Use $game-experience-analyzer:
Recording: ./prototypes/reverse-td-playtest-01.mp4
Validation plan: [paste from step 1]
"""
"""
Use $game-design-proposal-writer:
Concept: [paste from step 1]
Evidence: [paste from step 2]
Team: 3 people, 12 months
Format: Internal greenlight proposal
"""
Chain 2: Retention Problem → ED Diagnosis → Validated Fix
step_1:
skill: game-experience-analyzer
input: "Current build recording"
output_contract: "evidence_index with retention issues flagged"
step_2:
skill: game-experience-density-optimizer
input: "evidence_index + retention metrics"
output_contract: "ed_diagnosis + weekly_experiment_plan"
step_3:
skill: paranoia-ai-system-evolver
input: "weekly_experiment_plan"
output_contract: "instrumentation + decision_rules + rollback_gates"
Configuration and Environment
GameDesignOS skills are self-contained Markdown packages with no external dependencies. Configuration is embedded in skill frontmatter:
name: game-experience-analyzer
version: "0.6.1"
domain: game-design
method: evidence-first
contracts:
output: evidence_index
required_fields: [sample_boundary, timestamped_evidence, issue_cards]
Environment Variables
If you extend skills with external tools (e.g., video analysis APIs), reference environment variables:
import os
VIDEO_API_KEY = os.getenv("GAMEDESIGN_VIDEO_API_KEY")
if not VIDEO_API_KEY:
print("Warning: GAMEDESIGN_VIDEO_API_KEY not set. Using manual timestamp extraction.")
Do not hardcode API keys. Always use environment variables.
Common Patterns and Best Practices
Pattern 1: Evidence-First Analysis
Always ground judgments in timestamped, visual, or metric evidence:
issue:
id: "ISS-042"
observation: "Player confused about crafting UI"
evidence:
- type: "screenshot"
path: "./evidence/frame-0523.png"
timestamp: "5:23"
note: "Player hovers over 3 buttons without clicking"
- type: "playtest_quote"
participant: "P07"
quote: "I don't know which button starts crafting"
issue: "The crafting UI is confusing and needs improvement"
Pattern 2: Player Promise Contract
Always define player verbs, action-goal alignment, and uncertainty sources:
player_promise:
core_verbs: ["explore", "collect", "combine", "discover"]
action_goal_alignment:
immediate_action: "Explore 1 room, collect 1 ingredient"
session_goal: "Discover 2 new recipes"
weekly_goal: "Unlock advanced crafting station"
uncertainty_sources:
- "Which ingredient combinations work?"
- "Where are rare ingredients hidden?"
validation_hypothesis:
"If players discover ≥2 recipes in first session,
60% will return next day"
Pattern 3: Rollback Gates in Experiments
Every A/B test needs pre-registered rollback rules:
experiment:
variant: "Tutorial reduced from 8min to 3min"
rollback_triggers:
- condition: "Completion rate < 70% (vs 78% baseline)"
sample_size: "500 users"
action: "Revert to 8min tutorial, analyze drop-off points"
- condition: "Day-7 retention < 25% (vs 28% baseline)"
sample_size: "1000 users"
action: "Rollback + add deferred tutorial hints"
success_criteria:
- "Day-1 retention > 35% (vs 31% baseline)"
- "Time-to-first-action < 4min (vs 9min baseline)"
- "Day-7 retention ≥ 28% (no regression)"
Pattern 4: Human Gates for Critical Decisions
Use Human Gates before committing to large changes:
decision_gate:
decision: "Add multiplayer feature (12 weeks dev time)"
pre_gate_requirements:
- "VOI calculation showing >$50k net value"
- "Prototype test with 50 users showing >70% interest"
- "Technical feasibility audit complete"
human_review_questions:
- "Does this align with our 6-month roadmap?"
- "Do we have server infrastructure budget?"
- "What scope cuts needed to fit timeline?"
post_gate_action:
approved: "Proceed with multiplayer, defer creature types 6-8"
rejected: "Focus on single-player depth, revisit in 6 months"
Troubleshooting
Skill Not Found by Agent
Problem: Agent says "I don't recognize the $game-experience-analyzer skill"
Solution:
- Verify the skill folder is in your agent's skill directory
- Check that
SKILL.md exists in the root of the skill folder
- Ensure the
name field in YAML frontmatter matches the folder name
ls -la ~/.cursor/skills/game-experience-analyzer/
head -n 5 ~/.cursor/skills/game-experience-analyzer/SKILL.md
Relative Links Broken
Problem: Skill references show as broken links
Solution: GameDesignOS skills use relative paths. Ensure you copied the entire folder structure:
game-experience-analyzer/
├── SKILL.md
├── references/
│ ├── hook-loop-link-surprise.md
│ └── evidence-standards.md
├── templates/
│ └── evidence-index-template.yaml
└── examples/
└── survival-33-days-gameplay-experience-report.md
If you moved files, update relative links in SKILL.md:
# Before (if you flattened structure)
See [Hook/Loop/Link/Surprise](./references/hook-loop-link-surprise.md)
# After (if references/ folder is missing)
See [Hook/Loop/Link/Surprise](./hook-loop-link-surprise.md)
Output Missing Contract Fields
Problem: Skill output is prose instead of structured contract
Solution: Explicitly request contract format in your prompt:
"Analyze this game"
"""
Use $game-experience-analyzer to analyze this recording.
Output format: evidence_index contract with:
- sample_boundary
- timestamped_evidence (array of timestamp/frame/observation)
- hook_loop_link_surprise (object)
- issue_cards (array with id/type/priority/evidence/fix_hypothesis)
"""
Validation Plan Too Abstract
Problem: Validation plans say "test with users" without metrics
Solution: Request hypothesis + metric + success criteria:
"Test if players like the breeding system"
"""
Validation hypothesis:
"If players discover ≥2 breeding combinations in first 15 minutes,
60% will return for a second session"
Metric: breeding_discoveries_per_session
Success criteria: ≥60% session-2 return rate (p<0.05, n≥100)
Instrumentation: Log 'breeding_attempt', 'breeding_success', 'discovery_moment'
"""
Advanced Usage: Custom Skill Extensions
You can extend GameDesignOS skills by adding custom references or templates:
Add a Custom Analysis Lens
Create a new reference document:
// game-experience-analyzer/references/custom-lens-puzzle-difficulty.md
# Puzzle Difficulty Lens
## Observation Dimensions
1. **First-Attempt Success Rate**
- Baseline: 30-40% for well-tuned puzzles
- Evidence: Count players who solve without hints
2. **Time-to-Hint Request**
- Baseline: 2-3 minutes optimal struggle time
- Evidence: Log time between puzzle_start and hint_request
3. **Abandon Rate**
- Baseline: <10% puzzle abandonment
- Evidence: puzzle_start without puzzle_complete in 10min
## Issue Cards
If first-attempt success >70%: "Puzzle too easy, reduce clarity or add red herrings"
If time-to-hint <60s: "Puzzle unclear, improve visual communication"
If abandon rate >20%: "Puzzle too hard, add progressive hints"
Reference it in your prompt:
"""
Use $game-experience-analyzer with custom-lens-puzzle-difficulty reference
to analyze this puzzle game recording.
"""
Create a Custom Template
Add a team-specific proposal template:
internal_greenlight_template:
sections:
- title: "One-Line Pitch"
required: true
max_length: "100 chars"
- title: "Strategic Alignment"
questions:
- "Does this fit our 2-year portfolio vision?"
- "Does this leverage our core tech/IP?"
- title: "Proof of Play"
required_evidence:
- "Prototype playtest results (n≥20)"
- "Key metric: session length, retention, or engagement"
- title: "Resource Request"
fields:
- team_size
- timeline_months
- external_costs
- title: "Risk Register"
required_risks: ["technical", "market", "team"]
mitigation_required: true
- title: "Decision Request"
options: ["Greenlight", "Prototype deeper", "Shelve"]
Use it in proposals:
"""
Use $game-design-proposal-writer with custom-internal-greenlight template
to format this concept for our Q2 greenlight review.
"""
Real-World Workflow Example
Here's a complete workflow from idea to validated proposal:
"""
Use $game-concept-architect:
Idea: "A city builder where buildings have personalities and relationships,
and you balance industrial efficiency with neighborhood harmony"
Requirements:
- Player verbs and action-goal alignment
- Player promise contract
- Core loop (3 layers)
- Scope gate for 6-month prototype
- Validation plan with testable hypothesis
"""
"""
Use $game-experience-analyzer:
Recording: ./prototypes/city-personalities-playtest-01.mp4
Validation plan: [paste validation_plan.yaml from Day 1]
Focus on:
- First building placement (Hook)
- Personality reveal moments (Surprise)
- Does harmony mechanic create meaningful choices? (Loop)
"""
"""
Use $game-experience-density-optimizer:
Problem: First playtest showed players quit after 3 buildings (6 min average session).
Expected: 10 min session with 6-8 buildings placed.
Evidence: [paste evidence_index.yaml]
Create:
- ED diagnosis (CLP/SF/EB/AR/MD-min)
- Weekly A/B variants (3 options)
- Instrumentation plan
- Decision rules and rollback gates
"""
"""
Use $game-design-proposal-writer:
Format: Internal greenlight proposal
Inputs:
- Concept: [paste player_promise.yaml]
- Evidence: [paste evidence_index.yaml]
- ED diagnosis: [paste ed_diagnosis.yaml]
- Team: 4 people (2 eng, 1 artist, 1 designer)
- Timeline: 6 months to playable vertical slice
- Budget: Internal (no external costs)
Include:
- Proof of play section with personality mechanic validation
- Risk: Harmony mechanic may be too abstract
- Decision request: Greenlight 6-month