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
4
GitHub Stars
116
First Seen
Aug 6, 2026
game-design — ericrisco/rsc-harness