Game Design Framework
Game design

Game design principles. GDD structure, balancing, player psychology, progression.
--- name: game-design description: Game design principles. GDD structure, balancing, player psychology, progression. allowed-tools: Read, Glob, Grep --- # Game Design Principles > Design thinking for engaging games. --- ## 1. Core Loop Design ### The 30-Second Test ``` Every game needs a fun 30-second loop:
Overview
Game design principles. GDD structure, balancing, player psychology, progression.
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npx skills add davila7/claude-code-templates --skill game-design -g -a claude-codeClaude Code (degit)
npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/game-design#main ~/.claude/skills/game-designClaude.ai / desktop
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SKILL.md
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Game Design Principles
Design thinking for engaging games.
1. Core Loop Design
The 30-Second Test
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
Loop Examples
| Genre | Core Loop |
|---|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
2. Game Design Document (GDD)
Essential Sections
| Section | Content |
|---|---|
| Pitch | One-sentence description |
| Core Loop | 30-second gameplay |
| Mechanics | How systems work |
| Progression | How player advances |
| Art Style | Visual direction |
| Audio | Sound direction |
Principles
- Keep it living (update regularly)
- Visuals help communicate
- Less is more (start small)
3. Player Psychology
Motivation Types
| Type | Driven By |
|---|---|
| Achiever | Goals, completion |
| Explorer | Discovery, secrets |
| Socializer | Interaction, community |
| Killer | Competition, dominance |
Reward Schedules
| Schedule | Effect | Use |
|---|---|---|
| Fixed | Predictable | Milestone rewards |
| Variable | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
4. Difficulty Balancing
Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
Balancing Strategies
| Strategy | How |
|---|---|
| Dynamic | Adjust to player skill |
| Selection | Let player choose |
| Accessibility | Options for all |
5. Progression Design
Progression Types
| Type | Example |
|---|---|
| Skill | Player gets better |
| Power | Character gets stronger |
| Content | New areas unlock |
| Story | Narrative advances |
Pacing Principles
- Early wins (hook quickly)
- Gradually increase challenge
- Rest beats between intensity
- Meaningful choices
6. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Design in isolation | Playtest constantly |
| Polish before fun | Prototype first |
| Force one way to play | Allow player expression |
| Punish excessively | Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.
| 1 | |
| 2 | name game-design |
| 3 | description Game design principles. GDD structure, balancing, player psychology, progression. |
| 4 | allowed-tools Read, Glob, Grep |
| 5 | |
| 6 | |
| 7 | # Game Design Principles |
| 8 | |
| 9 | > Design thinking for engaging games. |
| 10 | |
| 11 | |
| 12 | |
| 13 | ## 1. Core Loop Design |
| 14 | |
| 15 | ### The 30-Second Test |
| 16 | |
| 17 | |
| 18 | Every game needs a fun 30-second loop: |
| 19 | 1. ACTION → Player does something |
| 20 | 2. FEEDBACK → Game responds |
| 21 | 3. REWARD → Player feels good |
| 22 | 4. REPEAT |
| 23 | |
| 24 | |
| 25 | ### Loop Examples |
| 26 | |
| 27 | | Genre | Core Loop | |
| 28 | |-------|-----------| |
| 29 | | Platformer | Run → Jump → Land → Collect | |
| 30 | | Shooter | Aim → Shoot → Kill → Loot | |
| 31 | | Puzzle | Observe → Think → Solve → Advance | |
| 32 | | RPG | Explore → Fight → Level → Gear | |
| 33 | |
| 34 | |
| 35 | |
| 36 | ## 2. Game Design Document (GDD) |
| 37 | |
| 38 | ### Essential Sections |
| 39 | |
| 40 | | Section | Content | |
| 41 | |---------|---------| |
| 42 | | **Pitch** | One-sentence description | |
| 43 | | **Core Loop** | 30-second gameplay | |
| 44 | | **Mechanics** | How systems work | |
| 45 | | **Progression** | How player advances | |
| 46 | | **Art Style** | Visual direction | |
| 47 | | **Audio** | Sound direction | |
| 48 | |
| 49 | ### Principles |
| 50 | |
| 51 | Keep it living (update regularly) |
| 52 | Visuals help communicate |
| 53 | Less is more (start small) |
| 54 | |
| 55 | |
| 56 | |
| 57 | ## 3. Player Psychology |
| 58 | |
| 59 | ### Motivation Types |
| 60 | |
| 61 | | Type | Driven By | |
| 62 | |------|-----------| |
| 63 | | **Achiever** | Goals, completion | |
| 64 | | **Explorer** | Discovery, secrets | |
| 65 | | **Socializer** | Interaction, community | |
| 66 | | **Killer** | Competition, dominance | |
| 67 | |
| 68 | ### Reward Schedules |
| 69 | |
| 70 | | Schedule | Effect | Use | |
| 71 | |----------|--------|-----| |
| 72 | | **Fixed** | Predictable | Milestone rewards | |
| 73 | | **Variable** | Addictive | Loot drops | |
| 74 | | **Ratio** | Effort-based | Grind games | |
| 75 | |
| 76 | |
| 77 | |
| 78 | ## 4. Difficulty Balancing |
| 79 | |
| 80 | ### Flow State |
| 81 | |
| 82 | |
| 83 | Too Hard → Frustration → Quit |
| 84 | Too Easy → Boredom → Quit |
| 85 | Just Right → Flow → Engagement |
| 86 | |
| 87 | |
| 88 | ### Balancing Strategies |
| 89 | |
| 90 | | Strategy | How | |
| 91 | |----------|-----| |
| 92 | | **Dynamic** | Adjust to player skill | |
| 93 | | **Selection** | Let player choose | |
| 94 | | **Accessibility** | Options for all | |
| 95 | |
| 96 | |
| 97 | |
| 98 | ## 5. Progression Design |
| 99 | |
| 100 | ### Progression Types |
| 101 | |
| 102 | | Type | Example | |
| 103 | |------|---------| |
| 104 | | **Skill** | Player gets better | |
| 105 | | **Power** | Character gets stronger | |
| 106 | | **Content** | New areas unlock | |
| 107 | | **Story** | Narrative advances | |
| 108 | |
| 109 | ### Pacing Principles |
| 110 | |
| 111 | Early wins (hook quickly) |
| 112 | Gradually increase challenge |
| 113 | Rest beats between intensity |
| 114 | Meaningful choices |
| 115 | |
| 116 | |
| 117 | |
| 118 | ## 6. Anti-Patterns |
| 119 | |
| 120 | | ❌ Don't | ✅ Do | |
| 121 | |----------|-------| |
| 122 | | Design in isolation | Playtest constantly | |
| 123 | | Polish before fun | Prototype first | |
| 124 | | Force one way to play | Allow player expression | |
| 125 | | Punish excessively | Reward progress | |
| 126 | |
| 127 | |
| 128 | |
| 129 | > **Remember:** Fun is discovered through iteration, not designed on paper. |
| 130 |
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