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Turn a game idea into a focused design problem, risk-first prototype plan, and iteration loop.
Passed 17 of 22 test cases with the skill, and 16 of 22 without it.
and 2 more in the full report
4 fixed13 passed either way2 still failing3 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
When generating a complete game prototype specification for Spell Crafter, what required output section bridges the design plan to the coding agent who will implement the prototype code?
| Checked | Without skill | With skill |
|---|---|---|
| Designates Build Notes as the section providing coding agent instructions. | Missed | Passed |
The instructions your model reads when the skill loads.
Use this skill to convert vague game intent into buildable experiments. The default stance is risk-first: identify what must be true for the game to work, then build the cheapest prototype that can answer that question.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 7-8 on idea generation, problem statements, filters, risk, prototyping, and iteration. The workflow is transformed and paraphrased from those ideas rather than copied.
Supporting source: Hunicke, LeBlanc, and Zubek's MDA framework for separating mechanics, dynamics, and aesthetics during prototype evaluation.
When invoked, produce:
Design Problem: the player-facing experience and constraints.Assumption Map: ranked risks with why each matters.Prototype Plan: prototype type, scope, build time, success signal, and kill/change criteria.Iteration Loop: cadence, test method, evidence to collect, and next decision.Build Notes: exact implementation guidance for the coding agent.Before producing a full plan, read:
references/core/guide.mdworkflows/risk-first-prototype.mdtest cases passed, vs 16 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.