Updated 3w ago
by Stanestane
game-design-skills-bundle
A public OpenClaw and ClawHub-ready bundle of game design skills for emotional direction, feature workflows, audits, FTUE, pitch decks, prototyping, and red-team design review.
82 GitHub stars (82)
+10 in 16 days
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- 30 skills (30 skills found in its SKILL.md files)
- 18 forks (18 forks)
- 3w ago last update (Last updated 3w ago)
Install
Skills CLI
npx skills add Stanestane/game-design-skills-bundle
Asks which skills and agents to install. Just one: npx skills add Stanestane/game-design-skills-bundle --skill design-red-team-audit — add -g for every project.
Claude Code
git clone https://github.com/Stanestane/game-design-skills-bundlecp -r "game-design-skills-bundle/design-red-team-audit" ~/.claude/skills/
Copies the design-red-team-audit skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.
Plugin
/plugin marketplace add Stanestane/game-design-skills-bundle
Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.
Skills can run code on your machine — read the SKILL.md first.
What it does
In the author's own words, from each skill's SKILL.md — showing the first 30 of 62 files.
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design-red-team-audit
Adversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible reasons it would fail. Use when pressure-testing a concept before production, performing a pre-mortem, challenging a feature that sounds good on paper, exposing blind spots in design thinking, or getting a hostile-but-constructive critique w…
design-red-team-audit/SKILL.md on GitHub (opens in a new tab) -
emotional-canvas-moodboard
Turn a game-design emotional canvas into a curated visual moodboard by deriving image-search queries, gathering a candidate pool from the internet, saving the files locally, rejecting weak references, and rendering both an HTML board and a flattened JPG board. Use when a user wants a moodboard from an emotional canvas, wants visual references for a game concept, or wants a reusable workflow that…
emotional-canvas-moodboard/SKILL.md on GitHub (opens in a new tab) -
game-design-attribution-audit
Audit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing perceived unfairness, learned helplessness, rage, or churn after losses; or identifying where clarity, co…
game-design-attribution-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-bartle-archetype-audit
Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at the expense of others, how a system will be perceived by different motivational player types, or w…
game-design-bartle-archetype-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-big-five-personality-audit
Audit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when evaluating which personality-style preferences a design feels comfortable for, which kinds of players it energizes or exh…
game-design-big-five-personality-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-brainstorm-methods
Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a method such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible…
game-design-brainstorm-methods/SKILL.md on GitHub (opens in a new tab) -
game-design-core-loop-extractor
Extract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation. Use when a team can list mechanics but cannot clearly articulate the repeatable loop that drives engagement, when a pitch sounds like disconnected features, when a design document lacks loop clarity, or when you need to test whether the claimed loop is coher…
game-design-core-loop-extractor/SKILL.md on GitHub (opens in a new tab) -
game-design-craft-critique
Critically analyze an existing, shipped, third-party or competitor game for craft lessons, using a layered method (adapted from Raph Koster's "How I Analyze a Game") that separates a game's systems from its surface experience, guesses the intent behind each layer, and checks whether those intents actually line up. Use this whenever the user wants to study a released game, competitor title, or ref…
game-design-craft-critique/SKILL.md on GitHub (opens in a new tab) -
game-design-creative-unblocker
Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops idea, UX flow, FTUE, economy layer, or prototype feels stale, overthought, equally uninspired in every direction, or trapped in circular discussion. Best when the team needs jolts, detours, provocations, and weird-but-useful next directions…
game-design-creative-unblocker/SKILL.md on GitHub (opens in a new tab) -
game-design-design-pillars-extractor
Extract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes. Use when a team can describe mechanics but cannot clearly articulate the principles those mechanics serve, when pillars are vague, generic, or contradictory, or when you need a sharper set of tradeoff-driven pillars that can guide decisions and cut features.
game-design-design-pillars-extractor/SKILL.md on GitHub (opens in a new tab) -
game-design-emotional-canvas
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, aligning art/audio/narrative around one emotional promise, or reviewing whether new content reinforc…
game-design-emotional-canvas/SKILL.md on GitHub (opens in a new tab) -
game-design-failure-loop-audit
Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment,…
game-design-failure-loop-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-fairness-frustration-audit
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, or why a design remains technically functional yet still produces anger, blame, or refusal to retry.
game-design-fairness-frustration-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-fantasy-extractor
Extract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become. Use when a team can describe mechanics but cannot clearly articulate the fantasy those mechanics are supposed to deliver, when a concept feels emotionally vague, when a pitch names features instead of a player promise, or when you need to test whether the cl…
game-design-fantasy-extractor/SKILL.md on GitHub (opens in a new tab) -
game-design-feature-prioritization
Prioritize game design feature options by comparing expected impact, implementation cost, strategic fit, and roadmap context. Use when choosing between competing feature ideas, deciding what to do now versus later, ranking solution paths after ideation, or identifying which option is best immediately and which is better long-term.
game-design-feature-prioritization/SKILL.md on GitHub (opens in a new tab) -
game-design-five-options
Generate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge. Use when several ideas already exist, when a team needs broader comparison before choosing, or when one favorite answer is dominating too early and better alternatives may be getting ignored.
game-design-five-options/SKILL.md on GitHub (opens in a new tab) -
game-design-flow-audit
Audit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliffs, dead zones, or pacing drift, or identifying where a design stops feeling absorbing and starts fe…
game-design-flow-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-fogg-behavior-audit
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuabl…
game-design-fogg-behavior-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-friction-journey-audit
Audit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when evaluating whether constraints, waiting, confusion, resource pressure, or multi-step dependencies are…
game-design-friction-journey-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-ftue-hero-journey-audit
Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-session emotional hooks, mentor/tutorial character usage, first meaningful action, or whether an FTUE makes the player feel like the hero of the experience rather than a passive victim of UX chores.
game-design-ftue-hero-journey-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-goal-density-and-immediacy-audit
Audit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping points, and return triggers. Use when evaluating whether players can quickly find something meaningful to do, whether the game offers enough short-term, mid-term, and long-term goals, whether session lengths are flexible enough for real pl…
game-design-goal-density-and-immediacy-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-goal-framing
Turn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cannot explain why something should exist, when success is unclear, or when a concept needs a stronger goal before ideation, evaluation, or prototyping.
game-design-goal-framing/SKILL.md on GitHub (opens in a new tab) -
game-design-granular-player-motivation-audit
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such as Steady Advancers, Curious Solvers, Competitive Achievers, Imaginative Creator…
game-design-granular-player-motivation-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-grow-design
Evaluate game features, feature pitches, live-ops ideas, UX changes, economy changes, roadmap choices, retention initiatives, monetization initiatives, and ambiguous design problems using the GROW model: Goal, Reality, Options, Will. Use when a team needs structure, clearer decision-making, better option generation, explicit tradeoff analysis, or a concrete recommendation and next-step plan inste…
game-design-grow-design/SKILL.md on GitHub (opens in a new tab) -
game-design-ideal-outcome-backcasting
Start from the ideal player-facing result and work backward to the design steps, systems, and decisions required to reach it. Use when a team knows the kind of experience it wants but not how to structure the path there, when redesigning a feature around a stronger destination, or when clarifying what must be true for a concept to feel successful.
game-design-ideal-outcome-backcasting/SKILL.md on GitHub (opens in a new tab) -
game-design-kpi-coverage-audit
Audit a game feature, roadmap candidate, UX improvement, support system, connective-tissue feature, or quality-of-life change for KPI coverage bias and measurement blind spots. Use when a team is overvaluing only directly attributable metrics, neglecting foundational work that is hard to measure, or struggling to justify features whose value is real but not cleanly tied to one headline KPI.
game-design-kpi-coverage-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-leaderboard-audit
Audit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket design, group composition fairness, and top-of-ladder sustainability. Use when evaluating a leaderboard that feels flat, unfair, or disengaging; when reviewing a competitive feature before launch; or when diagnosing why a leaderboard isn't dri…
game-design-leaderboard-audit/SKILL.md on GitHub (opens in a new tab) -
game-design-leaderboard-builder
Design a complete leaderboard system from scratch for a game, feature, or competitive mode. Covers group structure, league ladder, round cadence, reward brackets, score design, group composition, and top-of-ladder sustainability. Use when starting a new competitive feature, when a basic leaderboard needs a full redesign, or when a team needs a concrete leaderboard specification to build from. Alw…
game-design-leaderboard-builder/SKILL.md on GitHub (opens in a new tab) -
game-design-molyneux-lens
Stress-test a game concept, feature, system, or pitch through a deliberately provocative, ambition-seeking design lens inspired by Peter Molyneux-style overstatement. Use when a concept feels too safe, too polite, under-fantasized, mechanically competent but emotionally weak, or in need of sharp provocations that push fantasy, reactivity, and memorable moments before being grounded back into real…
game-design-molyneux-lens/SKILL.md on GitHub (opens in a new tab) -
game-design-multiplayer-feature-audit
Audit a game, feature, live-ops layer, social system, or multiplayer concept for the quality and fit of its social design. Use when evaluating collaboration, competition, collaborate-to-compete structures, matchmaking, guilds/clubs, synchronous versus asynchronous play, realtime constraints, depth of social interaction, community formation, vanity/status systems, or how to add social play to a mo…
game-design-multiplayer-feature-audit/SKILL.md on GitHub (opens in a new tab)
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Review before you install
A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.