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design-systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and guide creation of per-system GDDs.
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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Decompose a game concept into individual systems, map dependencies, prioritize design order, and guide creation of per-system GDDs.
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
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.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。
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"
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.
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).
| name | design-systems |
| description | Decompose a game concept into individual systems, map dependencies, prioritize design order, and guide creation of per-system GDDs. |
| argument-hint | [optional: 'map' to create/update the systems index, system-name to design a specific system, or 'next' for the highest-priority undesigned system] |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, AskUserQuestion, TodoWrite |
When this skill is invoked:
Three modes:
map: /design-systems or /design-systems map — Run the full
decomposition workflow (Phases 1-5) to create or update the systems index./design-systems combat — Jump directly to Phase 6 to design
a specific system's GDD. Requires the systems index to exist already.next: /design-systems next — Pick the highest-priority undesigned system
from the index and start designing it (Phase 6).Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
design/gdd/game-concept.md — fail with a clear message if missing:
"No game concept found at
design/gdd/game-concept.md. Run/brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
design/gdd/game-pillars.md — pillars constrain priority and scopedesign/gdd/systems-index.md — if exists, resume from where it left off
(update, don't recreate from scratch)design/gdd/*.md — check which system GDDs already existIf the systems index already exists:
AskUserQuestion to ask:
"The systems index already exists with [N] systems ([M] designed, [K] not started).
What would you like to do?"
Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Scan the game concept for directly mentioned systems and mechanics:
For each explicit system, identify the hidden systems it implies. Games always need more systems than the concept doc mentions. Use this inference pattern:
Explain in conversation text why each implicit system is needed (with examples).
Present the enumeration organized by category. For each system, show:
Then use AskUserQuestion to capture feedback:
Iterate until the user approves the enumeration.
For each system, determine what it depends on. A system "depends on" another if it cannot function without that other system existing first.
For each system, list its dependencies. Use these dependency heuristics:
Arrange systems into layers:
Check for cycles in the dependency graph. If found:
Show the dependency map as a layered list. Highlight:
Use AskUserQuestion to ask: "Does this dependency ordering look right? Any
dependencies I'm missing or that should be removed?"
Assign each system to a priority tier based on what milestone it's needed for.
Use these heuristics for initial assignment:
Present the priority assignments in a table. For each tier, explain why systems were placed there.
Use AskUserQuestion to ask: "Do these priority assignments match your vision?
Which systems should be higher or lower priority?"
Explain reasoning in conversation: "I placed [system] in MVP because the core loop requires it — without [system], the 30-second loop can't function."
Combine dependency sort + priority tier to produce the final design order:
This is the order the team should write GDDs in.
Using the template at .claude/docs/templates/systems-index.md, populate the
systems index with all data from Phases 2-4:
Present a summary of the document:
Ask: "May I write the systems index to design/gdd/systems-index.md?"
Wait for approval. Write the file only after "yes."
After writing, update production/session-state/active.md with:
This phase is entered when:
/design-systems [system-name]/design-systems nextnext was used, pick the highest-priority undesigned system (by design order)Use AskUserQuestion for: "Start designing [system-name] now, pick a different
system, or stop here?"
Use the Task tool to delegate GDD writing to the appropriate agent(s):
For most gameplay systems:
Delegate to game-designer with this context in the Task prompt:
.claude/docs/templates/game-design-document.md)For formula-heavy systems (combat, economy, progression):
Also delegate to systems-designer for detailed mathematical modeling. The
game-designer handles the high-level design; the systems-designer fills in
formulas, interaction matrices, and tuning knobs.
For narrative systems (dialogue, quests, lore):
Coordinate with narrative-director in addition to game-designer.
For UI systems:
Coordinate with ux-designer in addition to game-designer.
For audio systems:
Coordinate with audio-director and sound-designer.
For economy systems:
Coordinate with economy-designer.
Present the agent's output to the user for review and approval before writing.
After user approval, write the GDD to design/gdd/[system-name].md.
(The delegated agent handles this, following the collaborative protocol.)
After the GDD is written, run /design-review design/gdd/[system-name].md to
validate:
If the review finds issues:
After each GDD passes review:
design/gdd/systems-index.md?"After each system, use AskUserQuestion:
If continuing, return to Step 6a.
After the systems index is created (or after designing some systems), suggest the appropriate next actions:
game-designer + systems-designergame-designer + ux-designeraudio-director + sound-designergame-designer + narrative-directoreconomy-designerlevel-designer/design-review [path] on each completed GDD to validate quality"/gate-check pre-production to check if you're ready to start building"/prototype [system]"/sprint-plan new"This skill follows the collaborative design principle at every phase:
/design-review before the
next system starts — holes are caught early, not downstreamproduction/session-state/active.md after
each milestone (index created, system designed, priorities changed)Never auto-generate the full systems list and write it without review. Never start designing a system without user confirmation. Always show the enumeration, dependencies, and priorities for user validation.