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