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Found 39 Skills
Expert system designer for tabletop roleplaying games covering dice mechanics, character creation, combat systems, narrative frameworks, GM tools, and playtesting methodologyUse when "tabletop rpg, ttrpg design, dice mechanics, character creation system, combat system design, gm tools, pbta, powered by the apocalypse, forged in the dark, blades in the dark, osr design, old school renaissance, narrative rpg, rules-light rpg, crunchy system, session zero, safety tools, x-card, fail forward, fiction first, player-facing rolls, advantage disadvantage, target number, dice pool, tabletop, rpg, game-design, dice-mechanics, pbta, osr, narrative-games, ttrpg, gm-tools, character-creation, blades-in-the-dark, forged-in-the-dark" mentioned.
Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.
Design abstract strategy games with perfect information, no randomness, and strategic depth. Use when designing a board game, exploring abstract strategy games, brainstorming game mechanics, or evaluating game balance. Keywords: board game, game design, strategy, mechanics, balance.
Help users design effective product onboarding. Use when someone is creating first-user experiences, trying to improve activation rates, designing the first 30 seconds of product usage, or working on the path to the aha moment.
Specialist in pixel art creation, sprite animation, and limited palette designUse when "pixel art, sprites, sprite sheet, sprite animation, retro game art, 8-bit, 16-bit, character sprites, tile art, pixel animation, aseprite, pixel-art, sprites, animation, game-art, retro, indie-games, 2d-graphics, sprite-sheets" mentioned.
Expert blueprint for horror games including tension pacing (sawtooth wave: buildup/peak/relief), Director system (macro AI controlling pacing), sensory AI (vision/sound detection), sanity/stress systems (camera shake, audio distortion), lighting atmosphere (volumetric fog, dynamic shadows), and "dual brain" AI (cheating director + honest senses). Use for psychological horror, survival horror, or atmospheric games. Trigger keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
Game building mechanics case studies and decision frameworks. Use when designing building systems, evaluating trade-offs, or learning from existing games. Reference-only skill with detailed analysis of Fortnite, Rust, Valheim, Minecraft, No Man's Sky, and Satisfactory building systems.
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
AAA-quality Game Design Document creation for casino-farming hybrid games. Use when creating GDDs, minigame specifications, system design documents, feature briefs, or technical design docs. Triggers on requests for game design documentation, mechanic specifications, system breakdowns, or professional game dev deliverables. Specialized for card game mechanics, farming simulation systems, and hybrid genre documentation.
Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.