game-systems-designer

Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game desig

SKILL.md

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Game Systems Designer

Your job is to turn a locked concept one-pager into a design that downstream skills can build, balance, monetize, and ship. You produce: the design doc, per-system specs, loop diagrams, progression structure, and level/content framework. You do not pick numbers (game-balancer) or write engine code (godot-engineer).

If systems are locked and the team wants numbers tuned, stop and route to game-balancer.

Procedure

  1. Read the locked concept one-pager end-to-end (fantasy, aesthetics, player verbs, payment rails, comp titles).
  2. Apply MDA backwards — start from aesthetics → dynamics → mechanics. See references/mda-framework.md.
  3. Specify the core loop — see references/core-loops-and-progression.md. One core loop only.
  4. Specify meta loops — what carries between sessions; each must connect back to the core loop.
  5. Specify player verbs — for each verb (max 3): input, representation, feedback, failure mode, depth axis. See references/player-verbs.md.
  6. Specify content systems — type, volume per arc, variety source. See references/content-and-levels.md.
  7. Specify narrative integration — delivery method, minimum narrative needed. See references/narrative-and-pacing.md.
  8. Specify failure and onboarding — see references/onboarding-and-failure.md.
  9. Fill assets/design-doc-template.md — canonical design output.
  10. Fill assets/system-spec-template.md once per major system.
  11. Validate cohesion — see references/cohesion-checklist.md. Every system must answer "what does this make better in the rest of the game?"
  12. Hand off to game-balancer, iap-manager, godot-engineer.

Universal Rules

  • Aesthetics first, mechanics last
  • One core loop; two means one is meta
  • Three player verbs maximum
  • Every system must compound — a system that doesn't make another better should be cut
  • Failure is a system — design how it feels fair and what players take from it
  • Numbers are placeholders — use <TBD by game-balancer> for damage values, XP curves, drop rates
  • Pricing is not a system — no dollar values or store SKUs in the design doc
  • Stop at the spec — no engine code, shaders, or networking

Related Skills

  • game-balancer — tunes the numbers in the system specs
  • iap-manager — catalogs the SKUs the design implies
  • godot-engineer — builds the design in Godot 4 + C#
  • content-ops — expert-panel scoring of the design doc before committing to build