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/game-design-process

The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content.

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gamestack
2926 skills
Install
$ npx -y skills add rondorkerin/gamestack --skill game-design-process --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-design-process

Context preview

The summary Claude sees to decide when to auto-load this skill.

The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content.

SKILL.md

game-design-process.SKILL.md
name: game-design-process
description: The orchestrator for designing a game end to end. Use when starting or steering a game's design — "I'm making a game", "where do I start", "design this game with me", "what's next in the design", or running headless to take a concept to generated, reviewed content. Engine-agnostic; tuned for procedural / AI-authored games (e.g. a procgen open-world RPG in Godot). Sequences the pipeline and names which knowledge/process skill to pull at each phase. Stops at design/spec — does not write gameplay code.

Game-Design Process

Preamble (auto-loaded)

!`cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"`

> FALLBACK: if the line above rendered literally or empty (your host has > `disableSkillShellExecution` set), Read `${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md` and > `${CLAUDE_PLUGIN_ROOT}/ETHOS.md` now and **follow PREAMBLE.md as instructions** (load > the design bible, detect the engine), then continue.

The spine of the pack. This skill turns a one-line game concept into a designed, generated, self-reviewed game — and tells you which other skill does the work at each step. It is also the **first-touch router**: when the user describes a game or asks "where do I start / what's next", classify the intent and enter at the right phase below. (Routing is advisory — you invoke the next skill; there is no automatic dispatch.)

First-touch routing

  • "I have an idea / starting fresh / where do I start" → Phase 1 (Concept).
  • "What's next / health-check the design" → read `./.gamestack/bible/`, find the earliest unfinished phase, resume there.
  • "It's designed, now build it / which engine" → hand off to `engine-router`.
  • A specific design question (combat, world, loot...) → invoke that knowledge skill directly.
  • This is an existing project with design canon already established elsewhere (a `CLAUDE.md`, a `docs/`/`design/` tree, a lore graph) → the preamble's bible-init step (`shared/PREAMBLE.md` §1) handles adoption-mode detection and pointer-file setup. Once `sources.md` is written, classify the genre from the existing canon and record it in the bible — **do not re-run Phase 1 Concept** against docs that already answer it.

The design bible at `./.gamestack/bible/` (loaded by the preamble) is the persistent record of every phase's output and decisions. Read it to know what's done; append decisions to `decisions.md` as you make them.

Classify the genre, then pull the right lens

This pipeline is **genre-aware** (see `docs/architecture.md`). After Phase 1's concept, name the game's **genre family** (open-world RPG, platformer, shooter, puzzle, strategy, sim, deckbuilder, roguelike…) and record it in the bible (`genre`). That selection decides which skills you pull:

  • **🌐 Universal craft — always in play, every genre:** `game-design-fundamentals`, `game-feel-and-juice`, `level-design`, `onboarding-and-teaching`, `ui-ux-and-feedback`, `difficulty-and-balancing`, `pacing-and-the-player-journey`, `art-direction-and-readability`.
  • **🎯 Genre lens — pull the ones that match:** open-world RPG → `open-world-design` + `rpg-systems` + `worldbuilding-and-lore` + `narrative-and-quest-design`; action/combat → `combat-design`; high-lethality → `permadeath-and-lethality`. (More genres are on the roadmap — until a lens exists, apply the universal spine and flag the gap.)
  • **🛠️ Technical craft — pull when the game has real-time 3D, or 2D with lighting/shading:** `3d-graphics-and-rendering` (pipeline, lighting, performance budget), `shaders-and-vfx` (materials, particles, stylization), `animation-systems` (rig, blending, IK, motion matching), `procedural-geometry` (terrain, meshes, structures — pull alongside `procedural-generation` when content generation includes geometry, not just narrative content).
  • **🔧 Technique module — pull when the game uses it:** procedural / AI-authored → `procedural-generation`, `ai-authored-content-coherence`, `systemic-emergent-design`.

Phase 2 below is therefore *"build this genre's core,"* not *"build a world."* The universal skills always apply; the genre lens is what changes.

When to use this

  • Kicking off a new game's design, or unsure what the next design move is
  • Running headless: an agent loop that designs and generates content without a human in the seat
  • Doing a design-health pass on an existing game ("which phase did we skip?")

The core stance

1. **Design from interlocking systems and constraints, not content volume.** A headless/procedural agent's superpower is authoring *rules* that generate content, not hand-placing it. Lean into systemic and procedural design. 2. **Every element must earn its place.** Each system answers "what interesting decision does this create?"; each generated location answers "who made this and what happened here?" If neither, cut it. 3. **Hand-author a static backbone; proceduralize the connective tissue.** Finite legendary loot, named landmarks, the mythic spine, key quests = hand-authored anchors. Everything between = constrained generation. 4. **Gate generated content against hard quality bars** before it's committed. This is non-negotiable for procgen — see `procgen-review`, and `${CLAUDE_PLUGIN_ROOT}/shared/GATE.md` for the headless generate→review→repair loop. 5. **Stop at the spec, then hand off.** This pipeline produces world bibles, system specs, content, and review verdicts. Implementation is a separate, engine-specific step — when the spec is ready, pass it to `engine-router`, which routes the build to the matching engine pack (Godot/Unreal/Unity). For a tracked production cycle (epics, stories, sprints) once implementation starts, this pack has none — pair with a production-process framework like [BMad Game Dev Studio](https://github.com/bmad-code-org/bmad-module-game-dev-studio) instead (see `docs/architecture.md` § Relationship to other frameworks).

The pipeline

Read **`PIPELINE.md`** for the full phase-by-phase p

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Ships withgamestack

An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X

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