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 pipeline, PBR vs stylized/NPR…
Use when building a world bible and deciding how lore reaches the player — the iceberg principle (author the whole world, surface ~10%), environmental & item-description storytelling, an "alien but coherent" identity that survives procedural generation, deep history as
$ npx -y skills add rondorkerin/gamestack --skill worldbuilding-and-lore --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/worldbuilding-and-loreContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when building a world bible and deciding how lore reaches the player — the iceberg principle (author the whole world, surface ~10%), environmental & item-description storytelling, an "alien but coherent" identity that survives procedural generation, deep history as
name: worldbuilding-and-lore description: Use when building a world bible and deciding how lore reaches the player — the iceberg principle (author the whole world, surface ~10%), environmental & item-description storytelling, an "alien but coherent" identity that survives procedural generation, deep history as faction-proxy pantheons, and ludonarrative harmony (mechanics that are the story). Also use to diagnose lore that info-dumps, feels generic-fantasy, or has gaps that read as contradictions rather than mystery. Triggers on "worldbuilding", "world bible", "lore", "iceberg", "environmental storytelling", "item descriptions", "show don't tell", "alien but coherent", "ludonarrative", "lore dump", "deep history", "mythology".
How to author a deep, internally consistent world and deliver it through space and objects instead of exposition — and how to do that under procedural / AI generation without the world contradicting itself or collapsing into generic fantasy. The spine: **build the whole iceberg as frozen, typed, queryable canon, then generate only the leaves that read from it.**
This skill owns **the world bible and lore *delivery*.** Adjacent concerns live in siblings:
**Source & epistemic status.** Distilled from a deep-research synthesis (Hemingway's iceberg; Jenkins's four modes; Sanderson's & Jemisin's craft laws; Hocking's ludonarrative dissonance; FromSoftware/Morrowind/Elden Ring/RDR2 exemplars). The literary craft sources (1932–2018) predate LLM authors and assume a human who *holds* the iceberg in mind — so the **AI-authoring mitigations (frozen typed canon, generate-leaves-not-roots, validators-before-generators) are engineering hypotheses to test, not received best practice.** Source caveats are carried inline in `GUIDE.md §6`.
> **Omission is only safe over a backbone that exists.** Hemingway: a writer who omits things he *knows* makes the reader feel them; one who omits what he *doesn't* know "only makes hollow places." For an LLM that fails by exactly that route, the fix is to make the submerged 90% an explicit, typed, frozen canon graph — then generate surface artifacts that only *read from* it. Never invent a backbone fact at the moment you write an item description.
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
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…