game-design

Plan and optimize Decentraland game design and scene performance.

3|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/decentraland/sdk-skills --skill game-design-decentraland
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-design
Source: https://github.com/decentraland/sdk-skills/tree/main/game-design
Command: npx skills add https://github.com/decentraland/sdk-skills --skill game-design-decentraland

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Helps designers and developers plan and structure Decentraland games and interactive experiences so they fit the platform's continuous shared-world constraints and performance budgets, avoiding common pitfalls like excessive triangles, poor input design, and unoptimized asset usage.

Core Features & Use Cases

  • Design philosophy & constraints: Guidance for building experiences that work instantly on arrival, respect neighboring parcels, and accommodate drop-in/drop-out players.
  • Performance budgeting: Scene limit formulas, triangle/entity/texture guidelines, draw call reduction, and asset preloading strategies to minimize pop-in and maintain frame rate.
  • State & interaction patterns: Recommendations for module-level state, component-based state, state machines, object pooling, LOD strategies, and input schemes that work on desktop and mobile.
  • MVP & playtesting: Rapid prototyping advice, a checklist for core loops and replay value, and user-testing recommendations to validate the first 30 seconds of play.
  • Spatial, UX, and monetization guidance: Layouts, sightlines, onboarding, accessibility, engagement mechanics, and monetization approaches suitable for Decentraland scenes.

Quick Start

Plan an MVP game loop, performance budget, and input scheme for a one-parcel Decentraland exploration scene.

Frequently Asked Questions about game-design

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

FAQPage Schema
How do I plan a Decentraland game that fits triangle and entity limits?

To plan a Decentraland game within performance limits, apply scene limit formulas for triangle, entity, and texture budgets. Use draw call reduction and asset preloading strategies to maintain frame rate and minimize pop-in.

What's the best way to manage state in a multiplayer Decentraland scene?

The best way to manage state in multiplayer Decentraland scenes is using module-level state, component-based state, or state machines. These patterns handle drop-in/drop-out player continuity and object pooling efficiently.

How do I design input schemes for Decentraland experiences on mobile and desktop?

Design Decentraland input schemes by ensuring compatibility across both mobile and desktop platforms. Create unified interaction patterns that accommodate different control methods while maintaining core game loop accessibility.

Can I build a multi-parcel Decentraland scene without exceeding texture budgets?

Yes, you can build multi-parcel Decentraland scenes within texture budgets by applying LOD strategies, object pooling, and asset preloading. These techniques reduce memory overhead while supporting larger spatial layouts.

Why does my Decentraland experience suffer from pop-in when players arrive?

Decentraland experiences suffer from pop-in because assets load on demand rather than ahead of time. Implement asset preloading strategies to load textures and models before they enter the player's sightline.

When should I use a state machine over component-based state in Decentraland games?

Use a state machine in Decentraland games when managing complex player behaviors or AI, while component-based state suits simpler entity-specific data. State machines handle transitions, and module-level state covers global scene data.