game-design

Installation
SKILL.md

Design games that are fun on purpose

Engine-agnostic game design: mechanics, loops, progression, economy, balance, feel, and the discipline of prototyping and scope. No engine APIs live here — when the design is settled, the implementation belongs to godot, unity, or unreal.

Two premises govern everything below. Fun is discovered, not designed — you cannot reason your way to a fun game on paper, you find it by building the smallest playable version and playing it, so every hour spent planning a mechanic you have not prototyped is an hour spent guessing. And a game is the set of verbs it gives the player plus the loops those verbs live in — art, story, and levels dress that skeleton; if the skeleton is not fun in greybox, nothing dresses it into fun.

Route elsewhere when the ask is not design:

The ask Route to Why not here
Write the movement/AI/shader/save code godot / unity / unreal This skill decides what to build; the engine skill builds it.
Author the story, dialogue, characters, lore game-storytelling Narrative design is its own craft; this skill owns systems and verbs.
Lay out a level, encounter, or world map level-design Spatial/encounter design applies the mechanics this skill defines.
Netcode, prediction, lag compensation gamedev-multiplayer A technical domain, not core design intent.
Ship / store page / build pipeline gamedev-shipping Release logistics, not design.

Loops: moment-to-moment → session → meta

A game is loops nested inside loops. Each layer must reward on its own and feed motivation to the layer above it.

Installs
15
GitHub Stars
587
First Seen
Aug 6, 2026