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Open World Design

skill-rondorkerin-gamestack-open-world-design · by rondorkerin

Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient, tension/release). Also use to diagnose a world that feels empty, samey, or like marker-following "icon vomit". Triggers on "open world",…

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Install

$ agentstack add skill-rondorkerin-gamestack-open-world-design

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

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About

Open-World Design

How to build open worlds that pull players through the world itself — landmarks, sightlines, and terrain that create curiosity — rather than pushing them down a dotted line to a waypoint.

When to use this

  • Laying out a region or macro-map (terrain, landmarks, biomes, routes)
  • Designing or auditing navigation and wayfinding
  • Diagnosing a world that feels empty, samey, or like a checklist
  • Tuning the emotional pacing of exploration

Scope

This skill owns the spatial discipline. Adjacent concerns live in sibling skills, cross-linked from the guide:

  • What fills the space and how to generate it → procedural-generation, procgen-review
  • Quests in that space → narrative-and-quest-design
  • Progression/gating math → rpg-systems
  • Lore the space carries → worldbuilding-and-lore
  • General reward/flow theory → game-design-fundamentals

How the pieces fit

  • GUIDE.md — the why, with exemplars and citations: terrain as a communication system, gravity & flow, interconnection, biome identity, verticality, diegetic navigation, signal color, exploration pull, spatial pacing.
  • CHECKLIST.md — the what to do: Do/Don't items plus the "test for" criteria you can run against a map or a generated region.

The one idea to anchor on

> Make every patch of the map either visibly promising or quietly hiding something worth finding. A great open world guides through the world, not the HUD. If the player is watching a minimap arrow instead of the horizon, the world has become an obstacle between them and a waypoint — and you've lost.

Start with GUIDE.md, then apply CHECKLIST.md.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.