3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
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,
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill open-world-design --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill open-world-design -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill open-world-design -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill open-world-design -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill open-world-design -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill open-world-design -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill open-world-design -a windsurf -y
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".
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.
This skill owns the **spatial** discipline. Adjacent concerns live in sibling skills, cross-linked from the guide:
> **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`.
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
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.