game-design

Installation
SKILL.md

Decentraland Game Design & Scene Optimization

1. DCL Game Design Philosophy

Decentraland is a continuous, shared 3D world. Design around these constraints:

  • No startup screen: The scene is always live. Players walk in from adjacent parcels — there is no splash screen, no "press start." Your scene must be meaningful the instant a player arrives.
  • No forced endings: You cannot force a "game over" state. Players can leave at any time by walking away or teleporting. Design loops that accommodate drop-in / drop-out naturally.
  • Cannot remove players: There is no API to eject a player from a scene. You can teleport a player, but only within the existing scene. If you're teleporting outside the scene, you can only do it with their consent (they must accept the prompt). Design around misbehaving players with game mechanics, not eviction. If the scene has admin players, admins are able to ban other players from the scene manually.
  • Boundary awareness: Players standing outside your parcel can see into it. Your scene is always on display. Neighboring scenes are visible too — consider visual harmony.
  • Shared space: Multiple players are always potentially present. Even a "single-player" puzzle is witnessed by others. Embrace or account for this.

2. Scene Limitation Formulas

Most limits scale with parcel count n (triangles, entities, bodies linear; materials, textures, height logarithmic). Key rule of thumb: 10,000 triangles and 200 entities per parcel.

For the full limits table across all parcel counts, see the optimize-scene skill.

3. Texture Requirements

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