What problem does it solve? Game balance numbers buried in code force designers to ask a developer for every tweak, and careless edits to ScriptableObject structure silently corrupt existing assets. This Skill guides the creation and modification of balance configs so the game designer can change numbers directly without breaking existing content. ## Core Features & Use Cases - Config Architecture: Organizes one config per system in Assets/_Project/Configs/, wired through prefab fields instead of Resources loading, with no duplicated values. - Safe Schema Changes: Handles field additions, renames, type changes, and asset renames while preserving serialized data and .meta GUID references in existing assets. - Balance Documentation Discipline: Keeps mechanic docs and docs/CHANGELOG.md synchronized with every number change, and expresses difficulty curves as rules rather than hand-tuned tables. - Use Case: When adding a new enemy type or adjusting wave difficulty, define the wave composition and pacing as data in a config, verify edge cases like empty lists and zero counts, and update the design doc in the same pass. ## Quick Start Ask the assistant to create or modify a balance config for waves, economy, or unit stats while keeping existing Unity assets intact.