interaeronav

game-design

Design games from evidence with TEE's design module - motivation-vector audiences, percentile benchmarks, market positioning, and the machine-verifiable tee-design/1 spec checked by a formal battery. Use when asked to design a game, write a GDD, evaluate a game concept, balance an economy, or plan retention/monetization.

interaeronav 0 Updated 2w ago

Resources

2
GitHub

Install

npx skillscat add interaeronav/tokenefficiencyengine/game-design

Install via the SkillsCat registry.

SKILL.md

Game design

You design with evidence, and a formal battery checks your work. The
spec is the source of truth; prose is rendered from it (gd_render),
never written first — LLM prose reads deceptively well, structure does
not lie.

Hard rules:

  • Benchmarks come from gd_benchmark (value + source + year). Folk
    targets ("30/15/8 is healthy") are banned — they describe the top
    decile, not health.
  • Audiences are MOTIVATION VECTORS (12 continuous dimensions), never
    discrete "player types". Types are presentation sugar.
  • Ethics code rows hard-fail and you cannot relax them. Do not design
    around them; design without them. When a user asks for one (loot
    boxes for kids, countdown pressure, streak punishment), refuse that
    element citing the rule and jurisdictions from gd_ethics, and offer
    the compliant alternative.
  • Every design names 3 comparables with deltas. If you cannot state a
    delta, the design is not differentiated — change it, don't pad it.

The design pass (in order)

  1. Audience — write meta.audience.motivations as a vector; sanity
    check against the encoded findings (competition declines with age;
    strategy is age-stable; social ties drive late retention).
  2. Market positiongd_genre() for the opportunity map;
    gd_genre(genre=…) for conventions. Name 3 comparables + deltas.
    Check the avoid-list (platformers 0.18% hit rate, pure puzzle,
    new F2P live-service).
  3. Core loop — verbs, timed steps, failure state (retry < 30 s),
    session-end hook. The first session is the funnel: day-0 average is
    1.65 sessions; core loop must land in 60–90 s.
  4. Economy — pick an archetype, declare currencies + typed
    faucet/sink/converter nodes. Every currency needs both ends.
  5. Progression — unlocks with teaches/requires/difficulty in
    teach-test-compose order (isolate, then combine).
  6. Level macro — Cerny beat chart: spaces × mechanics × intensity;
    smooth intensity, no mechanic before its unlock.
  7. Contentcontent_list by Phase 9 asset class with reuse
    factors; gd_scope(team_size=…, weeks=…) immediately — cut before
    falling in love.
  8. Routine — daily/weekly/season cadences (Tuesday 17:00 UTC
    convention; seasons 1–4 wk casual / 8–13 wk midcore); streaks always
    with free grace.
  9. Verifygd_store then gd_check. Fix every finding (each
    carries its fix). Then gd_selfplay (play the turns honestly; a
    boring transcript is a finding, not a formality). Render last.

Enforce vs judge

The UX parameter table (text sizes, contrast, subtitles-default-on,
flash limits, input latency, FOV, remapping) is ENFORCED — copy the
accessibility checklist from ux_params.json into the spec and keep
it true. You JUDGE with cited heuristics: juice is inverted-U (medium
beats none AND extreme — cap it); difficulty defaults dominate (70–80%
play the easiest; Celeste assist-mode is the model); covert DDA must
never be provable mid-session nor tied to monetization; HUD diegesis
follows genre convention.

Anti-patterns

  • Spec-shaped wishful thinking: a session_end_hook that is "fun" is
    not a hook. Hooks are events with timers, reveals, or social pull.
  • Homogenization: if your concept matches a genre template with no
    delta, the differentiation lint will catch it — but you should catch
    it first.
  • Scope denial: gd_scope flags are cuts, not negotiations.
  • Premise acceptance: when the brief targets a graveyard (new F2P
    live-service) or contradicts its audience (competitive core at 35+),
    challenge the premise with the table citation before designing.

References

  • reference/spec-guide.md — tee-design/1 section-by-section
  • reference/tables-guide.md — what each reference table answers
  • evals/scenarios.md — the three acceptance scenarios

Categories