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design-game — Claude Code skill: game visual design pass

Audits the visuals and game feel of an existing game, scores each area, then applies fixes: background, particles, animations, typography.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add PlayableIntelligence/game-creator --skill design-game -a claude-code
Open on GitHub

What design-game does

The skill opens your project, reads package.json, src/core/Constants.js, the scene files and the entity files, then builds a score table from 1 to 5 across nine areas: background and atmosphere, color palette, animations and tweens, particle effects, screen transitions, typography, game feel, game over, and how reactively character expressions change. It follows with a list of improvements ranked by visual impact, each described in plain English so you know what will actually change on screen.

Edits follow the game-designer skill patterns: new values go into Constants.js, effects fire through EventBus, procedural graphics are preferred. Gameplay stays untouched — physics, scoring, controls and spawn timing are off limits. For logic changes the description points you to add-feature instead.

Two things to check before you run it. Positions and sizes need to use the PX scale factor from Constants.js; if the project hardcodes pixel values, the layout will break on other screen sizes. And the verify step runs npm run build, so your build has to work. Too many particle emitters or gradient fills per frame will drop the frame rate, so the skill suggests pooling particles and caching gradient textures.

What it helps with

  • score a game's visuals area by area and see what lags behind
  • replace a flat background color with a sky gradient and star parallax
  • spawn explosion particles when an object is destroyed
  • add screen shake on hit
  • fix a layout that breaks on other screen sizes

Example prompts for the agent

  • /design-game examples/asteroid-dodge
  • /design-game
  • run a design pass on my game and show me the score table

How to install design-game

1Skills CLI (Vercel)

npx skills add PlayableIntelligence/game-creator --skill design-game -a claude-code

2Manually: put the files in place

~/.claude/skills/design-game/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/design-game/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about design-game

How do I install design-game in Claude?

Run npx skills add PlayableIntelligence/game-creator --skill design-game -a claude-code. The skill file lands at ~/.claude/skills/design-game/SKILL.md.

What does design-game do?

It audits the visual design and player experience of an existing game, scores each area, and applies improvements to background, palette, animations, particles, transitions and typography.

Does it change gameplay logic?

No. It leaves physics, scoring, controls and spawn timing alone. The description points to the add-feature skill for logic changes.

Source text

SKILL.md · MIT
---
name: design-game
description: Audit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do NOT use for gameplay logic changes (use add-feature instead).
argument-hint: "[path-to-game]"
license: MIT
metadata:
  author: OpusGameLabs
  version: 1.3.0
  tags: [game, design, polish, ui, particles, visual]
---

## Performance Notes

- Take your time to do this thoroughly
- Quality is more important than speed
- Do not skip validation steps

# Design Game

Run a UI/UX design pass on an existing game to improve visuals, atmosphere, and game feel. No design experience needed — this command analyzes your game and applies proven visual patterns.

## Instructions

Analyze the game at `$ARGUMENTS` (or the current directory if no path given).

First, load the game-designer skill to get the full design vocabulary and patterns.

### Step 1: Audit

- Read `package.json` to identify the engine
- Read `src/core/Constants.js` for the current color palette and config
- Read all scene files to understand current visuals
- Read entity files to see how game objects are drawn
- Read `src/core/EventBus.js` for existing events

### Step 2: Design Report

Score each area 1-5 and present as a table:

| Area | Score | Notes |
|------|-------|-------|
| Background & Atmosphere | | |
| Color Palette | | |
| Animations & Tweens | | |
| Particle Effects | | |
| Screen Transitions | | |
| Typography | | |
| Game Feel / Juice | | |
| Game Over | | |
| Expression Usage | | If personality characters exist, score how reactively expressions change to game events. Score 1 if expressions never change. |

Then list the top improvements ranked by visual impact, with a plain-English description of what each one does (e.g., "Add a sky gradient so the background looks like a real sky instead of a flat color").

### Step 3: Implement

Ask the user which improvements they want, or implement all if they say so. Follow the game-designer skill patterns:

1. All new values in `Constants.js`
2. Use EventBus for triggering effects
3. Don't alter gameplay (physics, scoring, controls, spawn timing)
4. Prefer procedural graphics
5. New files in proper directories

### Step 4: Verify

- Run `npm run build` to confirm no errors
- Summarize all changes made in plain English

## Example Usage

### Full design pass
```
/design-game examples/asteroid-dodge
```
Result: Audits visuals → scores Background 2/5, Particles 1/5, Typography 3/5 → adds sky gradient background, star parallax, explosion particles on asteroid destroy, screen shake on hit, smooth scene transitions. All values in Constants.js.

## Troubleshooting

### Visual changes cause performance drops
**Cause:** Too many particle emitters or gradient fills per frame.
**Fix:** Limit active particles (pool and reuse). Use cached gradient textures instead of recreating per-frame.

### Design changes break layout on different screen sizes
**Cause:** Hardcoded pixel positions instead of using PX scale factor.
**Fix:** All positions and sizes should use Constants.js PX-relative values.

## Next Step

Tell the user:

> Your game looks much better now! Next, run `/game-creator:add-audio` to add chiptune background music and retro sound effects — all procedurally generated, no audio files needed.
>
> **Pipeline progress:** ~~/viral-game~~ → ~~/design-game~~ → `/add-audio` → `/qa-game` → `/review-game`
>
> *(This is the `/viral-game` one-shot pipeline — not the `/make-game` multi-session, milestone-driven workflow.)*

© OpusGameLabs · MIT · PlayableIntelligence/game-creator

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