Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype.
SkillScore64Maintained
Automatic
◆Product Management pack
Last verified 8/29/2026
What it changes
Passed 14 of 22 test cases with the skill, and 11 of 22 without it.
Without skill50%
With skill64%
Checks it passed that the model alone missed
Includes at most two supporting systems
Fills the narrative annex section with N/A
Explicitly defines the non-goals of the slice
and 4 more in the full report
7 fixed7 passed either way4 still failing4 broke
Pass-rate lift
+14 pp
Tokens
+65%
Agent turns
0%
Response time
+41%
Model gemini-3.6-flashMeasured 8/29/2026v414 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
We have our SOURCE_BIBLE.md. The team wants a survival core, plus four supporting mechanics: base-building, farming, trading, and taming. Map out the mechanics layout for the document.
What was checked, without and with the skill
Checked
Without skill
With skill
Includes at most two supporting systems
Missed
Passed
case-08 · gemini-3.6-flash · 8/29/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.