skills/game-development/game-design/SKILL.md
Game design principles. GDD structure, balancing, player psychology, progression.
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Design thinking for engaging games.
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
| Genre | Core Loop | |-------|-----------| | Platformer | Run → Jump → Land → Collect | | Shooter | Aim → Shoot → Kill → Loot | | Puzzle | Observe → Think → Solve → Advance | | RPG | Explore → Fight → Level → Gear |
| Section | Content | |---------|---------| | Pitch | One-sentence description | | Core Loop | 30-second gameplay | | Mechanics | How systems work | | Progression | How player advances | | Art Style | Visual direction | | Audio | Sound direction |
| Type | Driven By | |------|-----------| | Achiever | Goals, completion | | Explorer | Discovery, secrets | | Socializer | Interaction, community | | Killer | Competition, dominance |
| Schedule | Effect | Use | |----------|--------|-----| | Fixed | Predictable | Milestone rewards | | Variable | Addictive | Loot drops | | Ratio | Effort-based | Grind games |
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
| Strategy | How | |----------|-----| | Dynamic | Adjust to player skill | | Selection | Let player choose | | Accessibility | Options for all |
| Type | Example | |------|---------| | Skill | Player gets better | | Power | Character gets stronger | | Content | New areas unlock | | Story | Narrative advances |
| ❌ Don't | ✅ Do | |----------|-------| | Design in isolation | Playtest constantly | | Polish before fun | Prototype first | | Force one way to play | Allow player expression | | Punish excessively | Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.
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