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.
npx skills add PlayableIntelligence/game-creator --skill design-game -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/design-game/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/design-game/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill design-game -a codex2Manually: put the files in place
.agents/skills/design-game/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill design-game -a cursor2Manually: put the files in place
.cursor/skills/design-game/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install PlayableIntelligence/game-creator design-game2Manually: put the files in place
.github/skills/design-game/SKILL.md1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill design-game -a gemini-cli2Platform CLI
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/design-gameManually: put the files in place
.devin/skills/design-game/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill design-game -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
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