game-designer

Designs game mechanics, core loops, economies, balance formulas, and GDD documentation.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-designer-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-designer
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-designer
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-designer-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? It turns vague game ideas into precisely specified, testable mechanical systems, covering core loops, economy models, balance formulas, progression curves, and onboarding design so teams stop guessing and start tuning. ## Core Features & Use Cases - Four-Timescale Core Loop Design: Defines the 30-second, 5-minute, session, and progression loops with feedback, decision points, and mastery gradients. - Economy & Balance Modeling: Maps currency faucets and sinks, defines TTK/DPS formulas, progression curve shapes, and tunable variable ranges with simulation guidance. - GDD Ownership & Structured Outputs: Produces core loop documents, balance specifications, and economy health dashboards with acceptance criteria and tuning knobs. - Use Case: Ask it to design a core loop for a roguelike deckbuilder and receive a full loop breakdown, reward schedule, and balance spec with formulas and edge cases. ## Quick Start Ask the assistant to design the core loop and balance specification for your game concept, including target TTK values and progression curve choices.

Frequently Asked Questions about game-designer

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

FAQPage Schema
How do I design a core loop for a new game?

Define the loop at four timescales: the 30-second moment-to-moment action, the 5-minute encounter, the session arc, and the long-term progression loop. Each loop needs a player action, feedback, a decision point, and a mastery gradient before rewards are layered on.

How do I balance damage formulas and time-to-kill in a game?

Set target TTK per engagement type, then build a transparent formula such as effective_dps = base_damage * attack_speed * crit modifiers * mitigation. Document every variable as a tunable range and validate with automated simulations across player power levels.

What is the difference between game complexity and depth?

Depth comes from meaningful decisions, while complexity comes from the number of rules. Chess achieves enormous depth from simple rules, whereas many overlapping stat modifiers add complexity without depth. New systems should multiply interesting decisions, not confusion.

When should I use a game designer skill versus a creative director skill?

Use the game designer for mechanics, systems, economy, balance, and GDD work. Route creative vision, pillar definition, and art style decisions to a creative director skill, since systems design serves the vision rather than setting it.

How do I prevent economy inflation in a live game?

Map every currency faucet and sink, then build sinks that scale with player wealth such as luxury cosmetics and prestige resets. Monitor velocity, Gini coefficient, and weekly inflation, and keep exchange rates and drop rates server-configurable for live tuning.

Why do players quit during onboarding and how do I fix it?

Players quit when the first minutes lack a satisfying core action or overload them with tutorials and text. Put players into the core verb immediately, teach through constrained level design, and track first-session dropout points to find the exact broken moment.