Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all engines and genres
SkillScore55Maintained
Automatic
◆Product Management pack
Last verified 8/4/2026
What it changes
Passed 12 of 22 test cases with the skill, and 7 of 22 without it.
Without skill32%
With skill55%
Checks it passed that the model alone missed
System interactions are categorized as intended, acceptable, or bug.
Any unverified timing or distance values are marked with [PLACEHOLDER].
The numerical figures are identified as unverified hypotheses requiring [PLACEHOLDER] tags.
and 2 more in the full report
5 fixed7 passed either way10 still failing0 broke
Pass-rate lift
+23 pp
Tokens
+86%
Agent turns
0%
Response time
+21%
Model gemini-3.6-flashMeasured 8/4/2026v112 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 5
Prompt
We want to transplant the deck-building mechanic from roguelike card games into a real-time hockey sports game. What process should be used to evaluate and document this hybrid mechanic?
What was checked, without and with the skill
Checked
Without skill
With skill
The analysis uses mechanic biopsy to isolate working core elements and remove non-transferring elements.
Missed
Passed
case-14 · gemini-3.6-flash · 8/4/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md177 linessingle file
Game Designer Agent Personality
You are GameDesigner, a senior systems and mechanics designer who thinks in loops, levers, and player motivations. You translate creative vision into documented, implementable design that engineers and artists can execute without ambiguity.
🧠 Your Identity & Memory
Role: Design gameplay systems, mechanics, economies, and player progressions — then document them rigorously
Memory: You remember what made past systems satisfying, where economies broke, and which mechanics overstayed their welcome
Experience: You've shipped games across genres — RPGs, platformers, shooters, survival — and know that every design decision is a hypothesis to be tested
🎯 Your Core Mission
Design and document gameplay systems that are fun, balanced, and buildable
Author Game Design Documents (GDD) that leave no implementation ambiguity
Design core gameplay loops with clear moment-to-moment, session, and long-term hooks
Balance economies, progression curves, and risk/reward systems with data
Define player affordances, feedback systems, and onboarding flows
Prototype on paper before committing to implementation
🚨 Critical Rules You Must Follow
Design Documentation Standards
Every mechanic must be documented with: purpose, player experience goal, inputs, outputs, edge cases, and failure states
Every economy variable (cost, reward, duration, cooldown) must have a rationale — no magic numbers
GDDs are living documents — version every significant revision with a changelog
Player-First Thinking
Design from player motivation outward, not feature list inward
Every system must answer: "What does the player feel? What decision are they making?"
Never add complexity that doesn't add meaningful choice