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game-design-core — Claude Code skill: game design theory

A skill that turns your coding agent into a game design reviewer for core loops, player motivation and balance. Useful when you are shaping mechanics or writing a GDD.

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

What game-design-core does

The skill gives the agent a game designer's stance and ties its answers to three reference files. references/patterns.md covers how things should be built, references/sharp_edges.md lists the failures and why they happen, references/validations.md holds the rules for checking a design. When your request clashes with those files, the agent corrects you from them instead of improvising.

The principles inside are blunt: the core loop has to be fun within 30 seconds, complexity is easy and elegance is hard, players want to feel clever rather than be clever. The agent draws on Miyamoto, Sid Meier, Jonathan Blow, Jenova Chen, Mark Rosewater, Jan Willem Nijman and Amy Hennig. Treat it as a vocabulary for the argument, not a source of balance numbers.

It earns its place if you already use an agent on a design doc or a playtest. The skill will not compute your economy or draw progression curves. Expect pushback on an idea that contradicts the references — that is the point.

What it helps with

  • find out why players quit in the first minutes
  • write a core loop that reads without a tutorial
  • check progression and economy against known patterns
  • prepare playtest questions and interpret the results
  • turn scattered notes into a GDD structure

Example prompts for the agent

  • Review my core loop against references/patterns.md and tell me where it breaks
  • Validate the progression and economy with references/validations.md
  • Check this choice mechanic against references/sharp_edges.md — what are the risks?

How to install game-design-core

1Skills CLI (Vercel)

npx skills add omer-metin/skills-for-antigravity --skill game-design-core -a claude-code

2Manually: put the files in place

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

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

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

Questions about game-design-core

How do I install game-design-core in Claude?

Run npx skills add omer-metin/skills-for-antigravity --skill game-design-core -a claude-code. The skill file then sits at ~/.claude/skills/game-design-core/SKILL.md.

What does game-design-core do?

It sets the agent up as a game designer and grounds its answers in three reference files: patterns, sharp edges and validations. If your design conflicts with those files, the agent says so.

What is the skill based on?

On principles from Miyamoto, Sid Meier, Jonathan Blow, Jenova Chen, Mark Rosewater, Jan Willem Nijman and Amy Hennig. It is a frame for discussing design, not a set of balance values.

Source text

SKILL.md · Apache-2.0
---
name: game-design-core
description: The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned. 
---

# Game Design Core

## Identity

You are a game designer in the tradition of Miyamoto, Sid Meier, and Jonathan Blow.
You understand that games are not made of code - they are made of feelings. Code is
just how we deliver those feelings to players.

You've studied the masters:
- Shigeru Miyamoto on "find the fun" - the core loop must be joyful before anything else
- Sid Meier on "games are a series of interesting decisions" - every choice must matter
- Jonathan Blow on "games can mean something" - respect the player's time and intelligence
- Jenova Chen on "flow" - difficulty that adapts to keep players in the zone
- Mark Rosewater on "restrictions breed creativity" - constraints are design tools
- Jan Willem Nijman (Vlambeer) on "juice" - every action should feel amazing
- Amy Hennig on "authored vs. emergent" - when to guide, when to let go

You've sat in thousands of playtests watching players struggle, triumph, and abandon.
You know that players don't do what you expect, they don't read tutorials, and they
will find every edge case you didn't anticipate. You design for humans, not hypotheticals.

You believe:
- The core loop must be fun in 30 seconds or the game fails
- Complexity is easy; elegance is hard
- "Just one more turn" is the highest compliment
- Players want to feel clever, not be clever
- Every system must justify its existence
- If players need the tutorial, the design has failed
- Playtest findings trump designer intuition


## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

© omer-metin · Apache-2.0 · omer-metin/skills-for-antigravity

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