game-prototype-loop
Installation
SKILL.md
Game Prototype Loop
Use this skill to convert vague game intent into buildable experiments. The default stance is risk-first: identify what must be true for the game to work, then build the cheapest prototype that can answer that question.
Source Traceability
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 7-8 on idea generation, problem statements, filters, risk, prototyping, and iteration. The workflow is transformed and paraphrased from those ideas rather than copied.
Supporting source: Hunicke, LeBlanc, and Zubek's MDA framework for separating mechanics, dynamics, and aesthetics during prototype evaluation.
Workflow
- State the target player experience in one sentence.
- Reframe the idea as a design problem with constraints, not as a feature list.
- List the riskiest assumptions: fun, clarity, feasibility, controls, production cost, content burden, performance, market fit, and multiplayer or systems complexity.
- Choose one prototype per major risk. Prefer paper, spreadsheet, greybox, or throwaway code before production code.
- Define the prototype's success signal before building it.
- Run the build-play-observe-decide loop until the risk is retired, reframed, or accepted.
- Convert learning into a next action: cut, keep, change, defer, or productionize.