game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Installation
Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.
View source ↗GuidesSkill instructions
Game Design Principles
Design thinking for engaging games.
1. Core Loop Design
The 30-Second Test
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
Loop Examples
| Genre | Core Loop |
|---|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
2. Game Design Document (GDD)
Essential Sections
| Section | Content |
|---|---|
| Pitch | One-sentence description |
| Core Loop | 30-second gameplay |
| Mechanics | How systems work |
| Progression | How player advances |
| Art Style | Visual direction |
| Audio | Sound direction |
Principles
- Keep it living (update regularly)
- Visuals help communicate
- Less is more (start small)
3. Player Psychology
Motivation Types
| Type | Driven By |
|---|---|
| Achiever | Goals, completion |
| Explorer | Discovery, secrets |
| Socializer | Interaction, community |
| Killer | Competition, dominance |
Reward Schedules
| Schedule | Effect | Use |
|---|---|---|
| Fixed | Predictable | Milestone rewards |
| Variable | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
4. Difficulty Balancing
Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
Balancing Strategies
| Strategy | How |
|---|---|
| Dynamic | Adjust to player skill |
| Selection | Let player choose |
| Accessibility | Options for all |
5. Progression Design
Progression Types
| Type | Example |
|---|---|
| Skill | Player gets better |
| Power | Character gets stronger |
| Content | New areas unlock |
| Story | Narrative advances |
Pacing Principles
- Early wins (hook quickly)
- Gradually increase challenge
- Rest beats between intensity
- Meaningful choices
6. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Design in isolation | Playtest constantly |
| Polish before fun | Prototype first |
| Force one way to play | Allow player expression |
| Punish excessively | Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.
Examples
Read the usage examples in the source repository.
View source ↗Source history
- Indexed on
- 2026-01-20
- Index updated
- 2026-01-26
- Branch
- main
Index and sync dates describe this directory. View the source repository for code history.
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