game-design

Plan Decentraland game architecture, scene optimization, and multiplayer design patterns.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill game-design-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-design
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/game-design
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill game-design-ansonj-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing games for Decentraland requires navigating unique constraints like always-live scenes, parcel-based performance limits, mobile compatibility, and multiplayer presence, which generic game design advice does not address. ## Core Features & Use Cases - DCL-Specific Design Philosophy: Guidance on designing for continuous shared worlds with no startup screens, no forced endings, and boundary-aware scenes. - Performance & Optimization Patterns: Object pooling, LOD systems, draw call reduction, texture atlasing, and scene limitation formulas based on parcel count. - Game Loop Archetypes & MVP Planning: Ready-made patterns for exploration, collection, puzzle, social, and competitive games, plus an MVP checklist covering core loops, feedback, and multiplayer compatibility. - Use Case: When planning a cooperative multiplayer maze game for a Decentraland World, use this Skill to structure the state machine, plan proximity-based puzzles within the 3m interaction limit, and budget triangles and entities per parcel. ## Quick Start Ask the AI to help design a Decentraland game concept, including its core loop, scene architecture, and performance budget for a target parcel count.

Frequently Asked Questions about game-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a game for Decentraland?

Start by defining a one-sentence core loop, then design around DCL constraints: no startup screen, no forced endings, and shared multiplayer space. Prototype in 1-2 parcels with primitive shapes before investing in final art.

What are the scene performance limits in Decentraland?

Most limits scale with parcel count, with a rule of thumb of 10,000 triangles and 200 entities per parcel. Textures must be power-of-two dimensions, and texture atlases reduce draw calls and material count.

How do I make a Decentraland game work on mobile?

Design all core interactions around pointer input and on-screen buttons since mobile has no keyboard. Use TouchScreenControls for on-screen buttons, detect the platform with isMobile() from @dcl/sdk/platform, and keep interaction distances within 3 meters.

Can I remove or ban players from my Decentraland scene?

No API exists to eject players from a scene. You can teleport players within the scene, but removal outside it requires their consent. Design around misbehaving players with game mechanics, or use admin ban features if available.

How do I prevent cheating in competitive Decentraland games?

Use a server-authoritative architecture where clients send only intent messages and the server validates actions like proximity to objectives. The server is the sole writer of game state, preventing clients from forging scores.

Why does my scene intro animation not play for players?

Startup animations run behind the Explorer loading screen, so players never see them. Gate the opening sequence on EngineInfo.sceneHidden flipping to false, which signals the loading screen has faded out.