Game Design Skills Bundle
A curated bundle of reusable game design skills for OpenClaw / ClawHub-style agent workflows.
This repository collects a set of practical design skills covering:
- emotional direction
- design decision workflows
- player motivation and need audits
- prototyping under uncertainty
- creative unblockers
- FTUE analysis
- pitch deck review
These skills are designed to be used either:
- as installed skill folders in an OpenClaw workspace, or
- as packaged
.skillfiles from thepackage-skills/folder.
They also now include emotional-canvas-moodboard, a follow-on moodboard skill that turns emotional direction into curated visual boards with candidate-pool gathering, hard rejection, palette-reference support, and clean or annotated JPG/HTML outputs.
They now also include beginner-oriented planning skills for turning rough game concepts into sane first steps, team plans, and budget ranges, plus a project-adjacent collaboration skill for analyzing recurring conflict patterns on software teams.
This repo now also includes a newer extractor/audit pack focused on fantasy, persona, pillars, core loop, failure loop, attribution, flow, fairness/frustration, a deliberately provocative Molyneux-style lens, a fast-vs-slow cognition audit inspired by Thinking, Fast and Slow, plus peak-end and Zeigarnik-effect audits for memory-shape and unfinished-business tension.
Repository structure
game-design-*/- individual game-design skill folderspackage-skills/- packaged distributable.skillfilesgame-design-skill-catalog.md- compact local catalog/index
Skills
New extractor / audit additions
game-design-attribution-audit
What it does: Audits how players explain success and failure through attribution theory: locus, stability, and controllability.
Use it when:
- players seem to blame the game instead of their own decisions
- a failure feels unfair, opaque, or unteachable
- you want to diagnose learned helplessness, rage, or churn after repeated losses
Best for: Perceived causality, fairness diagnosis, and failure-teachability analysis.
game-design-flow-audit
What it does: Audits how challenge and player skill align over time to identify boredom, anxiety, and exact flow-break moments.
Use it when:
- pacing feels flat, spiky, or mysteriously exhausting
- difficulty may be too high, too low, or badly timed
- you need a time-based engagement read rather than a static balance opinion
Best for: Challenge-skill alignment, pacing diagnosis, and temporal engagement analysis.
game-design-fairness-frustration-audit
What it does: Combines attribution, flow, and randomness-perception lenses to audit whether a design feels fair, understandable, and worth retrying.
Use it when:
- players say something feels unfair, rigged, hostile, or just maddening
- the system is technically functional but emotionally untrusted
- you need to know why frustration points toward quitting instead of mastery
Best for: Trust diagnosis, fairness perception, and retry-worthiness analysis.
game-design-failure-loop-audit
What it does: Audits what happens after failure: what players lose, what they learn, how fast they re-enter, and whether the loop creates momentum or resignation.
Use it when:
- retry structure feels punishing or exhausting
- the team is tuning death, setback, reset, or recovery systems
- the player dreads the retry more than the challenge itself
Best for: Punishment tuning, retry friction analysis, and post-failure motivation diagnosis.
game-design-fantasy-extractor
What it does: Extracts the core player fantasy from what the design actually lets the player do, feel, and become.
Use it when:
- the team can explain mechanics but not the emotional promise
- a pitch names features instead of a player fantasy
- the concept feels emotionally vague or thematically fake
Best for: Fantasy clarification, pitch sharpening, and mechanic-to-emotion alignment.
game-design-player-persona-extractor
What it does: Extracts the ideal player persona and anti-persona from the design itself, behavior-first. It can also optionally add demographic overlap, market-validation, comparable-title, and pitch-facing audience-summary layers when explicitly requested.
Use it when:
- the team knows the mechanics but not who the design is really for
- audience fit is vague or contradictory
- you need a behavior-first persona before adding market-facing framing
Best for: Audience-fit diagnosis, player targeting, and pitch-support persona framing.
game-design-design-pillars-extractor
What it does: Extracts 3 to 5 actionable design pillars from what the game actually rewards, prioritizes, and sacrifices.
Use it when:
- the team has vague slogans instead of real design pillars
- mechanics exist but the governing principles are muddy
- you need tradeoff-driven pillars that can guide cuts and decisions
Best for: Design-principle extraction, focus recovery, and feature-triage alignment.
game-design-core-loop-extractor
What it does: Extracts the actual repeatable core loop from player actions, game response, reward, and renewed motivation.
Use it when:
- a pitch sounds like disconnected feature soup
- the design doc lists systems but not the repeatable engine
- you need to separate the core loop from meta layers and progression wallpaper
Best for: Loop clarity, feature-sprawl diagnosis, and motivational structure analysis.
game-design-molyneux-lens
What it does: Stress-tests a concept through a deliberately provocative, ambition-seeking lens that pushes fantasy and reactivity, then grounds the result back into something usable.
Use it when:
- a concept feels too safe or mechanically competent but emotionally weak
- the team needs sharper provocation, stronger fantasy, or more memorable possibility
- you want a boldness check before settling into compromise
Best for: Ambition pressure-testing, fantasy escalation, and memorable-moment provocation.
game-design-thinking-fast-and-slow-audit
What it does: Audits a design through the lens of fast versus slow thinking: instinctive/reactive cognition versus deliberate/analytical cognition, including where the design mishandles transitions between them.
Use it when:
- a proposal may be asking for the wrong kind of thinking for its fantasy or pacing
- a hybrid design feels cognitively awkward, exhausting, or fake-deep
- you want to diagnose overload, under-stimulation, or bad handoffs between reactive and reflective play
Best for: Cognitive-demand analysis, fast/slow mode-fit diagnosis, and handoff-risk audits.
game-design-peak-end-audit
What it does: Audits a design through the peak-end rule by identifying which moments dominate memory, how strong the emotional peaks are, and whether the ending helps or poisons the remembered experience.
Use it when:
- a feature feels decent on average but is remembered badly
- you want to know whether the strongest moment and the final note are doing the right work
- a reward sequence, session ending, or event wrap-up needs a stronger aftertaste
Best for: Memory-shape diagnosis, ending-quality analysis, and peak-moment tuning.
game-design-zeigarnik-effect-audit
What it does: Audits a design through the Zeigarnik effect by examining how unresolved tasks, incomplete progress, and open loops create return tension, curiosity, or unhealthy pressure.
Use it when:
- a system relies on unfinished business to drive return behavior
- you want to know whether open loops create momentum or just chores and guilt
- quest logs, event tracks, collections, or progression dashboards may be cluttering the player's mind
Best for: Open-loop tension analysis, return-motivation diagnosis, and unfinished-task hygiene.
0. game-dev-first-steps
What it does: Helps beginners or early-stage indie teams turn a rough game idea into a practical starting plan, prototype strategy, or pitchable vertical-slice path.
Use it when:
- someone asks how to start making a game
- the concept sounds exciting but the order of work is fuzzy
- a solo dev, duo, or small team needs help scoping the first milestone
- the team needs advice on what to build now versus what to postpone
Best for: Beginner-friendly concept scoping and early development sequencing.
Example prompt:
I have an idea for a mobile game where you defend a train from bandits. I'm a solo developer. What should I figure out first, what should I prototype first, and what should I postpone if I want a pitchable vertical slice?
Short blurb: A beginner-friendly skill that turns rough game ideas into practical first steps, sane milestone planning, and realistic build order advice.
0.5 game-dev-team-gap
What it does: Helps a beginner or early-stage team figure out which roles and skill areas are missing, weakly covered, or dangerously overloaded for a specific game concept and target milestone.
Use it when:
- someone asks who is missing from the team
- a concept seems larger than the current team can safely handle
- a solo dev, duo, or small team needs to understand its weakest coverage
- no team has been described yet and the user wants the minimum viable team for the project
Best for: Beginner-friendly role-gap diagnosis and minimum-team planning.
Example prompt:
We want to make a small co-op survival game for PC and mobile-friendly art style. We have one programmer and one 2D artist. What roles are we missing, which gaps are dangerous, and what is the smallest realistic team for a pitchable vertical slice?
Short blurb: A practical skill for identifying missing roles, weak coverage, and the smallest workable team for a game concept.
0.75 game-dev-budget-estimator
What it does: Helps a beginner or early-stage team estimate likely budget ranges for a game concept based on scope, team coverage, milestone, work model, and geography.
Use it when:
- someone asks how much a game like this might cost
- the concept, team, and milestone are known but the budget picture is fuzzy
- the team wants to understand what is already covered internally versus what still costs real money
- no team has been described yet and the user wants scenario-based budget ranges
Best for: Beginner-friendly budget framing, cost-driver diagnosis, and rough milestone-based game cost estimation.
Example prompt:
We want to make a pitchable mobile F2P action game. We have one programmer in Serbia and one freelance 2D artist in Poland working part-time. What budget range should we expect for a vertical slice, what costs are already covered, and what hidden costs are we probably missing?
Short blurb: A practical skill for turning a game concept, team, and scope into a rough budget range with transparent assumptions and cost drivers.
0.8 game-dev-time-estimator
What it does: Helps a beginner or early-stage team estimate likely development time ranges for a game concept based on scope, team coverage, milestone, availability, and production constraints.
Use it when:
- someone asks how long a game like this might take
- the concept, team, and milestone are known but the schedule picture is fuzzy
- the team wants to know whether a target date is realistic
- no team has been described yet and the user wants scenario-based timeline ranges
Best for: Beginner-friendly schedule framing, time-driver diagnosis, and rough milestone-based development-time estimation.
Example prompt:
We want to make a PC co-op survival prototype. We have one programmer full-time and one 3D artist part-time. How long would a prototype or vertical slice likely take, what will bottleneck us, and is 5 months realistic?
Short blurb: A practical skill for turning a game concept, team, and scope into a rough development timeline with transparent assumptions and schedule risks.
0.9 game-design-fogg-behavior-audit
What it does: Audits a game feature, flow, onboarding step, retention mechanic, or monetization prompt using the Fogg Behavior Model: Motivation, Ability, Prompt.
Use it when:
- a feature seems valuable on paper but players are not using it
- you want to diagnose whether a behavior is failing because of low motivation, low ability, or a bad prompt
- you need a focused audit of onboarding, event participation, reward claims, retention mechanics, or monetization nudges
- you want a practical feature-adoption critique instead of a broad design essay
Best for: Behavior-focused feature audits, adoption diagnosis, and prompt/friction analysis.
Example prompt:
Audit this daily event flow with the Fogg Behavior Model. The goal is to get players to enter the event once per day, but adoption is weak. Tell me whether motivation, ability, or prompt is the main bottleneck.
Short blurb: A practical audit skill for diagnosing whether a feature actually drives the intended player behavior.
0.95 game-design-perceived-randomness-audit
What it does: Audits a game feature, combat system, loot table, reward loop, procedural system, or chance mechanic by how players are likely to perceive its randomness rather than only by the raw math.
Use it when:
- players may think the system feels rigged, streaky, or malicious
- a design relies on loot drops, hit chance, crits, proc systems, or procedural offers
- you want to check whether randomness supports skill or sabotages action
- you need to diagnose gambler's-fallacy-style expectations, expectation mismatch, or competence damage
Best for: Perceived fairness audits, randomness placement diagnosis, and frustration-risk analysis around chance systems.
Example prompt:
Audit this chest and combat reward system from the perspective of perceived randomness. Players can miss attacks, crit unpredictably, and open random post-fight chests. Tell me where players may feel the game is rigged, whether the randomness is placed well, and what should change first.
Short blurb: A practical audit skill for evaluating how players are likely to interpret, mistrust, or emotionally react to randomness in a game system.
1. game-design-emotional-canvas
What it does: Defines the emotional core, atmosphere, tone, and vibe of a game, feature, event, world area, or content theme.
Use it when:
- a concept feels emotionally vague
- you want a moodboard-ready emotional direction
- you need to clarify what players should feel
- art, audio, narrative, and design need emotional alignment
Best for: High-level emotional identity work.
2. game-design-grow-design
What it does: Applies the GROW model (Goal, Reality, Options, Will) to game design decision-making.
Use it when:
- a team is stuck in circular feature discussions
- a design problem needs more structure
- you need clearer tradeoffs and next steps
- a feature pitch is muddy and process-heavy thinking would help
Best for: Structured feature and roadmap conversations.
3. game-design-player-motivation-audit
What it does: Audits what kinds of motivation a game or feature creates using an SDT-inspired motivation spectrum.
Use it when:
- a system feels sticky but suspiciously hollow
- you want to understand whether behavior is driven by rewards, pressure, identity, or intrinsic fun
- you are reviewing live-ops, progression, battle passes, or social systems
Best for: Diagnosing the motivational quality of engagement.
3.5 game-design-granular-player-motivation-audit
What it does: Audits a game, feature, or system through a granular player motivation taxonomy spanning progress, cognition, immersion, creation, leadership, belonging, competition, and rewards.
Use it when:
- Bartle or broad motivation theory feels too coarse
- you want to know which detailed motivation segments a design strongly serves, neglects, or quietly repels
- you need to distinguish between competitive status, strategic leadership, creative authorship, narrative absorption, social belonging, and reward-chasing
Best for: Segment-level motivation analysis, fine-grained audience-fit diagnosis, and motivation audits with more archetype detail than a simple four-type model.
3.6 game-design-big-five-personality-audit
What it does: Audits a game, feature, or system through the Big Five / OCEAN personality traits: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism.
Use it when:
- you want a personality-fit lens rather than a motivation or archetype lens
- you need to understand how much novelty, structure, social intensity, cooperation, or emotional pressure a design assumes
- you want to know what kinds of players feel naturally comfortable versus overloaded, stressed, or alienated by the experience
Best for: Personality-style fit diagnosis, emotional-cost analysis, and exposing hidden assumptions about ambiguity, obligation, social loudness, conflict, and punishment tolerance.
4. game-design-player-need-satisfaction-audit
What it does: Audits whether a design satisfies or frustrates autonomy, competence, and relatedness.
Use it when:
- a feature retains players but may feel quietly depleting
- you want to understand whether the experience is psychologically nourishing
- onboarding, progression, or social systems feel flat or coercive
Best for: Psychological need diagnosis and quality-of-experience audits.
game-design-multiplayer-feature-audit
What it does: Audits a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design.
Use it when:
- you want to evaluate collaboration, competition, or collaborate-to-compete structures
- you need to judge whether a feature should be synchronous, asynchronous, realtime, or hybrid
- you are reviewing guilds, clubs, leaderboards, judged showcases, community structures, or status systems
- you want to add social play to a mostly single-player game without damaging its core fantasy
Best for: Social-system fit, multiplayer structure, community formation, and vanity/status audits.
5. game-design-unknown-unknowns-prototyping
What it does: Maps uncertainty and helps decide what to prototype, in what order, and why.
Use it when:
- a concept seems promising but underdefined
- the team does not know what the real design question is yet
- a prototype risks becoming production theater instead of a learning tool
Best for: Preproduction and uncertainty-driven prototyping.
Beginner planning / first-step strategy
6. game-dev-first-steps
What it does: Turns a rough game idea into a practical starting plan by asking about team size, skill mix, platform, scope, and first milestone, then recommending what to build first, what to postpone, and how to avoid early overscope.
Use it when:
- someone asks "how do I start making this?"
- a beginner needs help deciding what to build first
- a solo dev, duo, or small team needs a sane first milestone
- a concept should be reduced into a prototype or pitchable vertical slice plan
Best for: Beginner-friendly scoping, build-order advice, and early production strategy.
GROW-derived workflow family
These skills split the broader GROW-style decision process into smaller, sharper workflows.
6. game-design-goal-framing
What it does: Turns a vague feature idea into a clear design goal with purpose, fit, success criteria, and constraints.
Use it when:
- a feature sounds fine but nobody can explain what it is really for
- success criteria are unclear
- the team is jumping into implementation too early
Best for: Clarifying purpose before ideation or production.
7. game-design-option-generation
What it does: Generates multiple credible solution paths before the team commits to one.
Use it when:
- one answer is dominating too early
- you want several plausible approaches with tradeoffs
- the solution space feels artificially narrow
Best for: Expanding design options before prioritization.
8. game-design-five-options
What it does: Forces explicit comparison across at least five candidate directions.
Use it when:
- there are already several ideas on the table
- the team needs structured comparison
- you want to avoid premature convergence
Best for: Tactical option comparison.
9. game-design-roadblock-reframing
What it does: Reframes a blocked design problem by isolating the obstacle, imagining it removed, and deriving workaround paths.
Use it when:
- the team keeps saying “we can’t because…”
- one blocker is dominating all thinking
- a feature feels trapped by a specific limitation
Best for: Getting unstuck from design deadlock.
10. game-design-ideal-outcome-backcasting
What it does: Starts from the ideal player-facing result and works backward to the conditions and steps needed to reach it.
Use it when:
- the end-state is easier to imagine than the path forward
- the team knows the destination vibe but not the design sequence
- you want to align a feature around a stronger final vision
Best for: Vision-led design planning.
11. game-design-transformative-reuse
What it does: Finds ways to adapt, recombine, extend, or retune existing systems instead of inventing from scratch.
Use it when:
- you want leverage over novelty
- live systems already exist and should be reused intelligently
- the team needs lower-risk innovation
Best for: Production-aware feature design and reuse strategy.
12. game-design-feature-prioritization
What it does: Compares options by impact, cost, fit, timing, and risk to decide what should happen now versus later.
Use it when:
- several candidate features compete for attention
- ideation is done and prioritization is needed
- roadmap discussions need a more explicit decision frame
Best for: Choosing the strongest next move.
Creative disruption
13. game-design-creative-unblocker
What it does: Uses oblique prompts, sideways reframing, and playful provocations to break creative block.
Use it when:
- a feature feels stale
- discussions are looping
- every option feels equally dead
- the team needs strange but useful creative motion
Best for: Creative detours and design unblock sessions.
FTUE / onboarding
14. game-design-ftue-hero-journey-audit
What it does: Audits FTUE and onboarding flows through the Hero’s Journey lens.
Use it when:
- the opening experience feels too tutorial-like and not emotionally engaging
- you want to audit call-to-adventure, mentor guidance, and threshold crossing
- you want a more narrative-emotional reading of onboarding quality
Best for: FTUE, onboarding, and first-session retention review.
Session structure / retention
15. game-design-goal-density-and-immediacy-audit
What it does: Audits a game, feature, or metagame layer for goal density, goal immediacy, short/mid/long-term goal spread, safe session closure, and return triggers.
Use it when:
- players return and do not know what to do next
- a game feels aimless, overwhelming, or brittle across session lengths
- you want to evaluate how well the design fits fragmented player time
- you need a structured breakdown of short-term, mid-term, and long-term goals
Best for: Session structure, return-player experience, and retention-oriented goal design.
game-design-friction-journey-audit
What it does: Audits a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation.
Use it when:
- players stall, disengage, or churn and the reason is not yet clear
- you need to distinguish meaningful challenge from harmful obstruction
- waiting, confusion, resource pressure, or dependency chains may be stacking badly
- a system feels sticky in the wrong way
Best for: Journey mapping, friction diagnosis, and challenge-versus-frustration analysis.
game-design-player-values-mapper
What it does: Infers a player's underlying values and motivational priorities from behavior, then translates those into design implications.
Use it when:
- you need behavior-first personalization or segmentation
- players behave differently from what the design assumed they would value
- you want better targeting for events, missions, offers, or adaptive guidance
- you need a practical values profile instead of a demographic label
Best for: Behavior-first player profiling, value-alignment diagnosis, and personalization framing.
game-design-player-perspective-reframe
What it does: Reframes a player's current situation to reveal new meaning, goals, roles, or playstyles without changing the underlying mechanics.
Use it when:
- players are not literally blocked, but their interpretation of the current state has gone stale
- you want to design re-engagement prompts, adaptive guidance, or alternate challenge framing
- a system has meaningful options available, but players no longer recognize them as interesting or purposeful
- you need to judge whether reframing is appropriate or whether the real issue is structural
Best for: Stagnation recovery, adaptive guidance, and alternate-goal reframing when the core system is still fundamentally sound.
game-design-social-satisfaction-matrix
What it does: Evaluates a game's social features and multiplayer elements by their potential to create social satisfaction versus social dissatisfaction.
Use it when:
- you need to classify social features as basic, critical, booster, or secondary
- you are auditing chat, voice, gifting, guilds, lobbies, reporting, hubs, friend systems, or profile surfaces
- you want to reduce social risk while increasing social stickiness
- the team is treating all social features as equally important or equally dangerous
Best for: Social feature prioritization, social UX risk/opportunity mapping, and multiplayer stickiness analysis.
game-design-prosocial-session-chapters
What it does: Designs or audits prosocial experiences in session-based multiplayer games using a three-phase model built around Setup, Little Loops, and Long Tail.
Use it when:
- you are evaluating co-op games, team shooters, MOBAs, mission-based multiplayer, or other repeat-session formats
- you want to prime trust before play, reinforce repeatable helping behaviors during play, and preserve positive momentum after play
- a multiplayer game feels socially flat, hostile, forgettable, or unable to turn one good match into another
- you need a time-structured prosocial lens rather than a static feature checklist
Best for: Session-based prosocial design, trust-building arc analysis, and repeat-session social experience tuning.
Publishing / pitch support
16. game-design-pitch-deck-audit
What it does: Audits a game pitch deck for structure, clarity, persuasiveness, readability, business-case completeness, and publisher-fit.
Use it when:
- preparing a deck for publishers or funders
- checking whether the deck answers who / what / why / when / budget / opportunity
- polishing a deck before sending it asynchronously
Best for: Pitch-deck review and publishing-readiness feedback.
16.5 game-design-one-page-design-doc
What it does: Creates a concise one-page game design document and exports it as both markdown and PDF.
Use it when:
- the team needs a compact one-pager instead of a bloated GDD
- rough game notes need to be compressed into a pitchable, readable concept sheet
- you want one document that captures identity, pillars, summary, features, interface, style, sound, audience, and milestone framing
Best for: One-page design communication, compact concept documentation, and pitch-friendly internal summaries.
17. design-red-team-audit
What it does: Performs an adversarial design pre-mortem that assumes a feature, system, pitch, or roadmap idea fails, then identifies the most credible mechanisms of failure.
Use it when:
- a concept sounds persuasive on paper and you want to pressure-test it
- you want a hostile-but-constructive critique before production
- you need to expose weak assumptions, rollout risks, MVP traps, or misleading metrics
Best for: Pre-mortems, risk exposure, and hard design challenge sessions.
18. game-design-prototyping-companion
What it does: Tracks prototype branches, dead ends, parked ideas, and next experiments, and can support simple branch-map visualization workflows.
Use it when:
- a prototype creates multiple follow-up paths
- you want to preserve design learning across branches
- the team needs a structured record of what was tried, learned, chosen, or parked
Best for: Prototype logging, branch tracking, and experiment continuity.
19. game-design-brainstorm-methods
What it does: Applies named brainstorming methods such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible Idea, Lotus Blossom, forced connections, and morphological matrix to game design problems.
Use it when:
- the team wants method-driven ideation instead of generic brainstorming
- you need the right brainstorming framework for the problem
- you want ideation that ends in a shortlist or next move
Best for: Structured ideation and facilitated brainstorming.
20. game-design-one-thing-to-remove
What it does: Identifies the single highest-leverage thing to remove from a design in order to improve clarity, focus, pacing, emotional fit, or production sustainability.
Use it when:
- a feature feels bloated or overengineered
- a system has too much friction or redundant complexity
- you want a subtractive critique rather than another additive brainstorm
Best for: Subtractive design audits and elegance-through-removal decisions.
21. game-design-novelty-spectrum-audit
What it does: Evaluates a concept on the spectrum between too familiar and too novel using player expectations, mental models, and innovation pattern diagnosis.
Use it when:
- you want to know whether a concept is too derivative or too risky
- you need to assess familiarity anchors versus real novelty
- you want to classify innovation as incremental, recombinational, simplifying, or more radical
Best for: Novelty positioning, concept differentiation, and expectation-risk analysis.
22. game-design-systematizing-empathizing-audit
What it does: Positions a design on two axes — systematizing and empathizing — then infers likely player/persona appeal, likely rejection patterns, and the practical consequences of that positioning.
Use it when:
- you want to understand whether a design is logic-driven, emotionally player-attuned, or both
- you want to know what kind of player this design is really for
- you need a structural-emotional positioning read without assuming one quadrant is ideal
Best for: Audience-fit diagnostics, structural-emotional positioning, and persona-oriented feature evaluation.
23. game-design-kpi-coverage-audit
What it does: Audits whether a feature is being judged fairly by the KPI framework around it, especially when connective tissue, UX, QoL, enabling work, or sustainability value are being undervalued because they are hard to measure directly.
Use it when:
- a feature has obvious design value but weak direct KPI attribution
- the roadmap favors flashy self-contained systems over support work
- the team may be neglecting foundational improvements because they are hard to justify cleanly
Best for: KPI blind-spot diagnosis, roadmap fairness, and support-feature justification.
24. game-design-prototype-intent-audit
What it does: Audits whether a prototype is meant to sell the idea or reveal unknowns, and whether its scope actually matches that purpose.
Use it when:
- a prototype plan feels vague or contradictory
- the team may be building a demo while claiming it is for learning
- precious prototype time is being spent on the wrong questions
Best for: Prototype strategy, prototype-scoping, and demo-vs-learning clarity.
25. game-design-player-segment-perception-audit
What it does: Audits how different player segments are likely to perceive a feature, update, or content drop, especially when the feature is aimed at one cohort but visible to many others.
Use it when:
- a feature is targeted at elder or niche players but broadly marketed
- you want to know how new, mid, and elder players will read the same update differently
- you need to catch disappointment caused by visibility-access mismatch
Best for: Segment targeting, feature rollout messaging, and cross-cohort perception analysis.
Example prompt pack for the 4 game-dev skills
Use the same concept across all four skills to get a beginner-friendly planning stack from first steps -> team gaps -> budget -> timeline.
1. game-dev-first-steps
I want to make a small PC creature-battler with light base-building and asynchronous trading. We are two people: one programmer and one 2D artist. What should we build first, what should we postpone, and what should our smallest believable prototype be?
2. game-dev-team-gap
We want to make a small PC creature-battler with light base-building and asynchronous trading. We are two people: one programmer and one 2D artist. What roles or skills are we missing for a prototype and later for a vertical slice?
3. game-dev-budget-estimator
We want to make a small PC creature-battler with light base-building and asynchronous trading. We are two people: one programmer and one 2D artist, both part-time in Eastern Europe. What rough budget should we expect for a prototype and for a vertical slice, and what costs are probably not covered by our team?
4. game-dev-time-estimator
We want to make a small PC creature-battler with light base-building and asynchronous trading. We are two people: one programmer and one 2D artist, both part-time. How long would a prototype and a vertical slice likely take, what would bottleneck us, and is 6 months realistic for the vertical slice?
Fast comparison pack
Use these when you want to test skill boundaries quickly.
- First steps: What should we build first?
- Team gap: Who are we missing?
- Budget: What will this likely cost?
- Time: How long will this likely take?
How to use
In OpenClaw
Place the skill folders in your workspace skills/ directory.
As packaged files
Use the .skill archives from package-skills/ for sharing or installation.
Notes
- Some skills are audit skills (diagnose what is true, weak, missing, or risky).
- Some skills are workflow skills (help move from ambiguity to action).
- Some intentionally overlap a bit; that is by design. Different framing lenses are useful in different conversations.
Best starting points
If you are not sure where to begin:
- vague concept ->
game-design-goal-framing - no good options yet ->
game-design-option-generation - emotionally flat idea ->
game-design-emotional-canvas - suspicious engagement loop ->
game-design-player-motivation-audit - need to audit social systems, multiplayer structure, or community/status fit ->
game-design-multiplayer-feature-audit - weak onboarding ->
game-design-ftue-hero-journey-audit - unclear session structure ->
game-design-goal-density-and-immediacy-audit - need to map where challenge becomes harmful friction ->
game-design-friction-journey-audit - need a behavior-first values profile for personalization or targeting ->
game-design-player-values-mapper - player is not truly blocked, but their reading of the current state has gone stale ->
game-design-player-perspective-reframe - need to classify social features by satisfaction upside versus dissatisfaction risk ->
game-design-social-satisfaction-matrix - need to design prosociality across the arc of repeated multiplayer sessions ->
game-design-prosocial-session-chapters - stale discussion ->
game-design-creative-unblocker - unclear prototype needs ->
game-design-unknown-unknowns-prototyping - upcoming publisher conversation ->
game-design-pitch-deck-audit - need to audit whether the design asks for the right kind of cognition ->
game-design-thinking-fast-and-slow-audit - need to audit which moments and endings dominate memory ->
game-design-peak-end-audit - need to audit whether unfinished business creates momentum or guilt ->
game-design-zeigarnik-effect-audit - need structured brainstorming methods ->
game-design-brainstorm-methods - suspect the best improvement is subtraction ->
game-design-one-thing-to-remove - not sure if the concept is too familiar or too novel ->
game-design-novelty-spectrum-audit - want to understand who the design emotionally/structurally appeals to ->
game-design-systematizing-empathizing-audit - suspect the KPI framing is undervaluing connective tissue or QoL work ->
game-design-kpi-coverage-audit - unclear whether a prototype is for selling or learning ->
game-design-prototype-intent-audit - worried different player cohorts will read the same feature differently ->
game-design-player-segment-perception-audit
No comments yet
Be the first to share your take.