What problem does it solve? Designing playable characters and bosses for anime/action games is usually ad-hoc and undocumented. This Skill turns it into a repeatable 6-phase workflow that produces review-grade design documents (markdown plus interactive HTML) and production resource requirement sheets, without imposing any fixed combat system on your project. ## Core Features & Use Cases - Project-agnostic conventions first: Phase 0 establishes your project's own moveset, telegraph language, hit-react states, frame rate, team model, and progression via conventions/TEMPLATE.md before any design begins. - Character and Boss design workflows: Collect design inputs, produce a high-level framework (with mandatory human confirmation), expand per-skill details, then break down action frames, VFX requirements, and program needs. - Industry knowledge base: 23 Chinese reference documents covering character archetypes, boss paradigms, 46 meta-rules, a 70+ game cross-reference library, hit-feel parameters, damage formulas, and boss AI baselines. - Dual output directions: Review-grade interactive HTML documents for planners/artists to critique, plus per-asset resource requirement tables (markdown or xlsx via Windows scripts) for production. - Use Case: Tell the agent "design a polearm character for my gacha game" — it loads your conventions, proposes a core mechanic and framework for your approval, then delivers a full design doc with operation-loop diagrams, constellation progression, and a resource requirements spreadsheet. ## Quick Start Fill in conventions/TEMPLATE.md with your project's combat rules, then tell the AI "design a character named XXX" or "design a boss named XXX" and follow the 6-phase workflow.