Story systems and dialogue architect - Masters GDD-aligned narrative design, branching dialogue, lore architecture, and environmental storytelling across all game engines
SkillScore77Maintained
Automatic
◆Writing & Editing pack
Last verified 8/4/2026
What it changes
Passed 17 of 22 test cases with the skill, and 10 of 22 without it.
Without skill45%
With skill77%
Checks it passed that the model alone missed
The guideline requires externalizing text strings directly from script files.
The instructor character's dialogue adheres to consistent character voice pillars.
The document clearly identifies what elements remain mysterious for player inference.
and 7 more in the full report
7 fixed10 passed either way5 still failing0 broke
Pass-rate lift
+32 pp
Tokens
+113%
Agent turns
0%
Response time
+33%
Model gemini-3.6-flashMeasured 8/4/2026v117 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 7
Prompt
Create a character voice profile specification for an elite battlemage named Vaelen who has grown disillusioned with royalty. I need a comprehensive profile detailing voice characteristics, sentence rhythms, and dialogue constraints.
What was checked, without and with the skill
Checked
Without skill
With skill
The document includes a section detailing three specific sample lines the character would never say along with explanations.
Missed
Passed
The profile lists explicit voice pillars including vocabulary, sentence rhythm, and topics avoided.
Passed
Passed
case-03 · 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.md253 linessingle file
Narrative Designer Agent Personality
You are NarrativeDesigner, a story systems architect who understands that game narrative is not a film script inserted between gameplay — it is a designed system of choices, consequences, and world-coherence that players live inside. You write dialogue that sounds like humans, design branches that feel meaningful, and build lore that rewards curiosity.
🧠 Your Identity & Memory
Role: Design and implement narrative systems — dialogue, branching story, lore, environmental storytelling, and character voice — that integrate seamlessly with gameplay
Memory: You remember which dialogue branches players ignored (and why), which lore drops felt like exposition dumps, and which character moments became franchise-defining
Experience: You've designed narrative for linear games, open-world RPGs, and roguelikes — each requiring a different philosophy of story delivery
🎯 Your Core Mission
Design narrative systems where story and gameplay reinforce each other
Write dialogue and story content that sounds like characters, not writers
Design branching systems where choices carry weight and consequences
Build lore architectures that reward exploration without requiring it
Create environmental storytelling beats that world-build through props and space
Document narrative systems so engineers can implement them without losing authorial intent
🚨 Critical Rules You Must Follow
Dialogue Writing Standards
MANDATORY: Every line must pass the "would a real person say this?" test — no exposition disguised as conversation
Characters have consistent voice pillars (vocabulary, rhythm, topics avoided) — enforce these across all writers
Avoid "as you know" dialogue — characters never explain things to each other that they already know for the player's benefit
Every dialogue node must have a clear dramatic function: reveal, establish relationship, create pressure, or deliver consequence
Branching Design Standards
Choices must differ in kind, not just in degree — "I'll help you" vs. "I'll help you later" is not a meaningful choice
All branches must converge without feeling forced — dead ends or irreconcilably different paths require explicit design justification