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Found 24 Skills
Story systems and dialogue architect - Masters GDD-aligned narrative design, branching dialogue, lore architecture, and environmental storytelling across all game engines
Use when the user asks to "design our change narrative", "build the old-world-to-new-game story arc", or "frame the shift our category is undergoing"; produces a Raskin-style strategic narrative arc — old world → the undeniable shift → winners vs losers under the new rules → the promised land → proof the promised land is real — derived from the positioning truth set and the belief/objection map, feeding the TALE Architecture arc sub-item. Every proof beat is labeled Measured / User-provided / [needs source] and this skill never adjudicates a claim. Not for the message house hierarchy — use message-system-architect; not for the pitch deck narrative — use pitch-narrative-builder; not for claim substantiation — use offer-claims-registry. 变革叙事弧/旧世界/应许之地/战略叙事结构
Structure the body and close of a short-form video into a reusable Narrative Brief with explicit arc choice, beat sequence, product integration timing, emotional arc, and CTA design. Use after the hook mechanism and viewer question are locked and before storyboard or prompt writing starts.
Build narrative structure, world logic, dialogue intent, and player motivation that support the game loop.
Use when the user asks to "author our durable brand message hierarchy", "build the brand message house that seeds the canon", or "define the main narrative, three pillars, and tagline for the whole brand"; produces the DURABLE brand message system — main narrative, three value pillars, per-persona proof points (each labeled Measured / User-provided / '[needs source]'), and the tagline/one-liner — that seeds the narrative-registry canon and from which every per-launch house derives. Not for a single launch's message house or PR-FAQ — use message-house-builder; not for claim adjudication — use offer-claims-registry; not for the change-narrative arc itself — use strategic-narrative-designer. 品牌消息屋/主叙事/三支柱/标语/持久叙事 canon
Sentence- and passage-level prose craft for short-form game narrative: choice text, interstitials, vignettes, event text, quest copy, epilogues, story bibles, and any in-game writing the player actually reads. Use when writing or reviewing narrative prose for a game, when AI-drafted game text reads flat or generic, when a passage told to be 'brief' came back as a summary instead of a scene, when narrative doesn't land because the player lacks context the writer had, or when branch content is doubling without the story feeling more responsive. Covers the compression rule, the information-state ledger, word-count bands per structural slot, choice-as-dialogue, branch-the-frame, failure-as-different-content, callback discipline, entropy seeding, perspective, and an AI-tell blacklist. Genre-neutral — pair with a register skill such as cosmic-horror-register for tone. Sits below narrative-design, which covers architecture and branch budget rather than prose.
Systematically analyze existing media to extract transferable elements for new settings. Use when adapting TV, film, or games to fiction, translating tropes across genres, or transforming genre elements for new contexts.
Transform clichéd story elements by pushing along the emotional vector toward statistical edges. Use when first instincts are too predictable, when elements feel generic, or when you need the core methodology for avoiding statistical-center defaults.
Create the perception of cultural depth through strategic juxtaposition of familiar and unfamiliar elements. Use when settings feel shallow, when you need centuries of implied history without exposition, or when worldbuilding lacks the texture of real cultural evolution.
Generate stories about institutional outcasts given impossible mandates with minimal resources. Use when you want team dynamics in hostile institutions, David vs. Goliath within organizations, or narrative tension from constraint-driven creativity.
Arc structure, narrative design, and pacing at multiple scales — saga, arc, chapter, scene. Use when structuring story at any level, planning arcs, designing chapter outlines, or evaluating whether narrative structure serves the story's goals. Not prescriptive about methodology.
Build a positioning and narrative where the developer is the hero and a real trend is the villain. Use when the messaging describes the product instead of the problem, sounds like every competitor, or has no urgency because nothing is at stake.