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/open-world-design

Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient,

From plugin
gamestack
2926 skills
Install
$ npx -y skills add rondorkerin/gamestack --skill open-world-design --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/open-world-design

Context preview

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

Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient,

SKILL.md

open-world-design.SKILL.md
name: open-world-design
description: Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient, tension/release). Also use to diagnose a world that feels empty, samey, or like marker-following "icon vomit". Triggers on "open world", "world map", "world layout", "wayfinding", "triangle rule", "make the world feel alive", "points of interest", "icon vomit", "fast travel".

Open-World Design

How to build open worlds that **pull** players through the world itself — landmarks, sightlines, and terrain that create curiosity — rather than **pushing** them down a dotted line to a waypoint.

When to use this

  • Laying out a region or macro-map (terrain, landmarks, biomes, routes)
  • Designing or auditing navigation and wayfinding
  • Diagnosing a world that feels empty, samey, or like a checklist
  • Tuning the emotional pacing of exploration

Scope

This skill owns the **spatial** discipline. Adjacent concerns live in sibling skills, cross-linked from the guide:

  • *What* fills the space and how to generate it → `procedural-generation`, `procgen-review`
  • Quests in that space → `narrative-and-quest-design`
  • Progression/gating math → `rpg-systems`
  • Lore the space carries → `worldbuilding-and-lore`
  • General reward/flow theory → `game-design-fundamentals`

How the pieces fit

  • **`GUIDE.md`** — the *why*, with exemplars and citations: terrain as a communication system, gravity & flow, interconnection, biome identity, verticality, diegetic navigation, signal color, exploration pull, spatial pacing.
  • **`CHECKLIST.md`** — the *what to do*: Do/Don't items plus the **"test for"** criteria you can run against a map or a generated region.

The one idea to anchor on

> **Make every patch of the map either visibly promising or quietly hiding something worth finding.** A great open world guides through the world, not the HUD. If the player is watching a minimap arrow instead of the horizon, the world has become an obstacle between them and a waypoint — and you've lost.

Start with `GUIDE.md`, then apply `CHECKLIST.md`.

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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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