player-experience-modeling
Installation
SKILL.md
Player Experience Modeling
Use this skill to define the experience the game is trying to create before implementing systems. It gives an AI game-building agent a target for taste, pacing, onboarding, and progression decisions.
Source Traceability
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 2, 9-11, and 16 on experience, players, pleasure, flow, motivation, novelty, judgment, and interest curves. The workflow is transformed and paraphrased.
Supporting source: Self-Determination Theory for autonomy, competence, and relatedness as durable motivation lenses.
Workflow
- Define the target player by behavior and context, not demographic shorthand.
- Identify the desired emotional and motivational promise.
- Map pleasures, needs, novelty, mastery, and social drivers.
- Shape the interest curve across first minute, first session, midpoint, climax, and return session.
- Translate experience goals into implementation constraints and telemetry.