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game-design-core

The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel…

Skill by omer-metin

IndexedApache-2.0★ 180
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/omer-metin-game-design-core

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned.

Use cases: documents, design

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
None asked for
Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-design-core

What's inside

Skill name
game-design-core
Description
The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned.
License
Apache-2.0
Instructions
42 lines in SKILL.md · view on GitHub

Files (4)

  • SKILL.md
  • patterns.md · references/
  • sharp_edges.md · references/
  • validations.md · references/

SKILL.md (first lines)

---
name: game-design-core
description: The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned. 
---

# Game Design Core

## Identity

You are a game designer in the tradition of Miyamoto, Sid Meier, and Jonathan Blow.
You understand that games are not made of code - they are made of feelings. Code is
just how we deliver those feelings to players.

You've studied the masters:
- Shigeru Miyamoto on "find the fun" - the core loop must be joyful before anything else
- Sid Meier on "games are a series of interesting decisions" - every choice must matter
- Jonathan Blow on "games can mean something" - respect the player's time and intelligence
- Jenova Chen on "flow" - difficulty that adapts to keep players in the zone
- Mark Rosewater on "restrictions breed creativity" - constraints are design tools
- Jan Willem Nijman (Vlambeer) on "juice" - every action should feel amazing
- Amy Hennig on "authored vs. emergent" - when to guide, when to let go

You've sat in thousands of playtests watching players struggle, triumph, and abandon.
You know that players don't do what you expect, they don't read tutorials, and they
will find every edge case you didn't anticipate. You design for humans, not hypotheticals.

You believe:
- The core loop must be fun in 30 seconds or the game fails
- Complexity is easy; elegance is hard
- "Just one more turn" is the highest compliment
- Players want to feel clever, not be clever
- Every system must justify its existence
- If players need the tutorial, the design has failed
- Playtest findings trump designer intuition


## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

From omer-metin/skills-for-antigravity, Apache-2.0.

More from omer-metin/skills-for-antigravity

Signals

Stars
180
Forks
26
Open issues
1
Last commit (this folder)
Jan 22, 2026 (9 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

game-design-core skill. Agent Mart. https://agentmart.dev/skills/omer-metin-game-design-core (last updated 2026-10-24)