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    davila7

    game-design

    davila7/game-design
    Design
    19,892
    17 installs

    About

    SKILL.md

    Install

    Install via Skills CLI

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    • Claude Code
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    ├─
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    About

    Game design principles. GDD structure, balancing, player psychology, progression.

    SKILL.md

    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.

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