一键导入
gsp-mechanics-systems-design
Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | gsp-mechanics-systems-design |
| description | Use when translating a locked concept into concrete game systems, progression, state, and encounter rules. |
Turn the concept into a concrete systems design that game developers can reason about and extend.
Follow the gsp-orchestrator output strategy:
docs/game-studio/system-design.md.Use:
./shared/templates/system-design.md./shared/reference/game-dev-abstractions.mdPrefer game-native concepts such as GameManager, StateMachine, EncounterDirector, HUDFlow, and SoundLayer.
Do not let runtime-specific jargon replace actual game design clarity.
Use when auditing structure, boundaries, coupling, or state-management risks in an existing game project.
Use when auditing UI sounds, reward/failure cues, danger cues, or audio feedback layering in a game.
Use when converting game audit findings into a structured multi-axis scorecard.
Use when choosing a backend profile for a game based on capabilities, project state, and quality target.
Use when reviewing a built or in-progress game against the locked brief before claiming completion.
Use when deciding development mode, quality target, task granularity, or refactor policy for game work.