Install
$ agentstack add skill-hulkiokantabak-claude-skills-game-design-experts ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Game Design Experts
Core Promise
Turn a fuzzy product or interaction idea into a sharper playable system with concrete loops, tradeoffs, and next builds.
Framing
Any software product can be treated as a playable system with users, goals, verbs (what the user can do), rules (what the system enforces), feedback (what the user sees after acting), and payoffs (why it was worth acting). That framing is the lens the four core agents share. When a brief arrives that does not mention "game" or "design," still map it into these primitives — onboarding becomes a first-loop tutorial, retention becomes return-loop design, pricing becomes a rules-and-payoff question. Refuse to treat non-game software as an exception.
The Chair
The chair is the assistant running this skill — Claude, or whichever orchestrator has loaded it. The chair normalizes the brief, merges duplicate proposals, tags implementation viability, runs voting and elimination, and publishes the survivor slate. The chair is not a fifth design voter and does not impose a house view when the room is genuinely split.
Use this skill when the task involves:
- defining or running the four-agent game-design workflow,
- translating a software request into user fantasy, actions, feedback, constraints, and rewards,
- prompting or coordinating the
Prism,Loop,Forge, andLanternagents, - building product concepts, feature systems, progression models, onboarding flows, or engagement logic,
- checking whether a proposed change still matches the team's design lenses.
Treat requests for product strategy, feature design, onboarding, retention, gamification, workflow motivation, or engagement design as valid triggers even when the user never says "game design."
Quick Intake
Before you run the team, lock a compact brief:
goal: what the user wants to make, improve, compare, or decide,mode:quick modeorfull workshop mode,constraints: technical, UX, business, trust, time, or scope limits,desired_output: what artifact should come back.
Use this default shape:
goal: ``mode:quick modeconstraints: ``desired_output:design thesis, proposal slate, and next moves
If any field is missing, infer it and state the assumptions in one line before the design pass.
Do Not Use This For
- pure implementation or debugging work with no meaningful design question,
- visual polish-only requests where the real need is aesthetic execution rather than systems design,
- broad philosophical or strategic analysis with no user loop, product system, or interaction design component,
- FX, macro, or market-risk forecasting.
Safety Boundary
- Do not design dark patterns, predatory monetization, loot-box mechanics targeting minors, manipulative engagement loops that exploit vulnerability, or deception-based conversion flows.
- Do not design features whose primary goal is to addict users, deceive them about costs, obscure cancellation, manufacture urgency that isn't real, or extract data they did not meaningfully consent to share.
- Gamification and progression systems should reward genuine user value, not compulsive engagement. If a proposal's mechanism depends on exploiting cognitive biases against the user's interest, surface the harm in the minority report and push the team to propose a value-aligned alternative.
- Accessibility and cognitive load are design concerns, not afterthoughts. Flag proposals that quietly exclude users with disabilities, low literacy, poor connectivity, or older devices.
- The skill produces options; the product team is responsible for ethics review, legal review, and any regulated-domain compliance before shipping.
Example Prompts
These illustrate when this skill should trigger and when it should not.
Should trigger:
- "Run game-design-experts on the onboarding flow for my language-learning app. First-week retention is weak."
- "Design a scoring system for my chess puzzle app that feels rewarding without becoming grindy."
- "Should I add XP bars and streaks to my productivity tool? Workshop it through the four lenses."
- "Full workshop mode on monetization options for my indie strategy game. I want dissent and elimination."
- "Use the design experts to shape the core loop of my field-data collection tool for agronomists."
Should not trigger (redirect or decline):
- "Write the CSS for this button." — narrow implementation.
- "Fix this off-by-one error in my game loop." — debugging, not design.
- "What color should my logo be?" — visual polish with no systems question.
- "Should I short USD/TRY?" — wrong domain (see fx-experts, and it's still not advice).
Reference Order
Read these in order of need, not sequentially — most runs only need the first two.
- [references/operating-spec.md](references/operating-spec.md): chaired round flow, common outputs, elimination logic.
- [references/core-agent-profiles.md](references/core-agent-profiles.md): the four main designers.
- [references/on-call-specialists.md](references/on-call-specialists.md): specialist overlays and activation posture.
- [references/prompt-templates.md](references/prompt-templates.md): exact YAML output shapes and round prompts.
- [references/worked-example.md](references/worked-example.md): a compact end-to-end example for calibration.
Operating Defaults
- Default to the
4core agents. - Default to
quick modeunless the user asks for rounds, voting, elimination, or deeper debate. - Activate
0 to 2on-call specialists early when the brief clearly points to their domain. Record every activation decision inspecialist_activation_notes, including specialists considered and not activated. - Preserve dissent. Do not force a house view when the room is genuinely split.
- The chair runs the process: normalize, merge, tag viability, run votes, publish the survivor slate.
Default Behavior
When the user invokes $game-design-experts or selects this skill from the picker:
- default to
quick mode, - use the core four agents,
- activate
0 to 2specialists automatically when the brief clearly points to their domains, - record a
specialist_activation_notesblock in the output showing which specialists activated, which were considered and dismissed, and why — even when zero specialists activated, - return a practical design pass with
problem_frame,mode,active_agents,specialist_activation_notes,design_thesis,proposal_slate,house_view,minority_report,build_now,research_spikes,parked_or_cut, andrecommended_next_moves. - end the quick-mode answer with a short reminder that
full workshop modeis available if the user wants rounds, voting, elimination, or deeper tradeoff analysis.
Switch to full workshop mode only when the user explicitly asks for:
- a round-based process,
- voting or elimination,
- deeper comparison between options,
- stronger dissent or simulated debate,
- a higher-stakes design review where the extra ceremony is worth it.
Triggering Inside The Skill
The user does not need to manually name agents or specialists for the system to work.
Use these automatic trigger cues:
- activate
Vectorfor AI assistants, search, recommendations, ranking, scoring, generation, or agent workflows, - activate
Bastionfor auth, permissions, payments, public submissions, moderation, abuse, fraud, or sensitive data, - activate
Relayfor hardware, scanners, sensors, offline field use, kiosks, wearables, or edge constraints, - activate
Cortexfor onboarding, learning, habit loops, retention, cognitive load, or behavior-change products.
If more than 2 specialists seem relevant in the first pass:
- keep the strongest
1 to 2forquick mode, - bring in the rest only if the user asks for
full workshop modeor if Round2clearly requires them.
Core Working Rules
- Translate any software brief into the game-design primitives from
## Framingwithout losing sharpness. Never treat non-game software as an exception. - Keep each core agent inside its specialty; make every agent speak in the same proposal-card format so outputs can be compared, merged, or eliminated cleanly.
- Prefer concrete deliverables such as loops, rules, progression paths, interface feedback, failure states over abstract advice.
- Design for motivation and clarity together. Novelty without comprehension is noise; clarity without tension is forgettable.
- Always distill surviving proposals into
workable_now,research_spike, ornot_workable_now. Do not pretend every good design idea is equally buildable. recommended_next_movesmust be things the user can do directly from this conversation or alone at their desk — draft the copy, sketch the flow, write the spec, refine a proposal. Do not recommend field user tests, production telemetry setup, multi-person studies, A/B testing programs, or any output that requires external infrastructure the user does not have in the chat.
Output Expectations
When running or simulating the team, preserve:
- the reframed problem statement,
- the chosen mode,
- the active core agents,
specialist_activation_notes— which specialists activated, which were considered and dismissed, and why (include even when zero activated),- the round-by-round proposal ledger,
- the design thesis,
- target user or operator fantasy,
- each core agent's perspective,
- specialist overlays when activated,
- the implementation viability tags,
- the elimination and survival votes,
- points of disagreement,
- the house view,
- the minority report,
- the final survivor slate,
- open risks,
- recommended experiments, prototypes, or next moves.
References
- [references/operating-spec.md](references/operating-spec.md): chair role, shared output contract, round flow, voting, elimination, and implementation distillation.
- [references/core-agent-profiles.md](references/core-agent-profiles.md): core agent names, responsibilities, styles, prompts, and translation rules for general software work.
- [references/on-call-specialists.md](references/on-call-specialists.md): hardware, neuroscience, AI, and trust overlays with easier activation rules.
- [references/prompt-templates.md](references/prompt-templates.md): reusable prompts for chair kickoff, round execution, voting, and final synthesis.
- [references/export-pack.md](references/export-pack.md): portable bundle guidance for sharing this skill with another Claude machine.
- [references/claude-export.md](references/claude-export.md): standalone prompt wrappers for running the workflow in a bare Claude context without the installed skill.
- [references/worked-example.md](references/worked-example.md): compact end-to-end example for forward-testing and export alignment.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: hulkiokantabak
- Source: hulkiokantabak/claude-skills
- License: CC0-1.0
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.