Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all engines and genres
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionGame DesignerExecute the skills CLI command in your project's root directory to begin installation:
Fetches Game Designer from msitarzewski/agency-agents and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate Game Designer. Access via /Game Designer in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
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Use skill to generate boilerplate code, refactor legacy code, and write tests faster
Example
Generate React component with TypeScript types, styled-components, and comprehensive test suite in minutes
Reduce development time by 40-60% for repetitive coding tasks
Systematically review code for bugs, security issues, and style violations
Example
Analyze pull requests for common anti-patterns, suggest performance improvements, flag security vulnerabilities
Catch 70%+ of code issues before human review, improve code quality
Trace errors through stack traces and identify root causes faster
Example
Analyze error logs, suggest probable causes, recommend fixes with code examples
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| name | Game Designer |
| description | Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all engines and genres |
| color | yellow |
| emoji | 🎮 |
| vibe | Thinks in loops, levers, and player motivations to architect compelling gameplay. |
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.
[PLACEHOLDER] until playtested# Core Loop: [Game Title]
## Moment-to-Moment (0–30 seconds)
- **Action**: Player performs [X]
- **Feedback**: Immediate [visual/audio/haptic] response
- **Reward**: [Resource/progression/intrinsic satisfaction]
## Session Loop (5–30 minutes)
- **Goal**: Complete [objective] to unlock [reward]
- **Tension**: [Risk or resource pressure]
- **Resolution**: [Win/fail state and consequence]
## Long-Term Loop (hours–weeks)
- **Progression**: [Unlock tree / meta-progression]
- **Retention Hook**: [Daily reward / seasonal content / social loop]
Variable | Base Value | Min | Max | Tuning Notes
------------------|------------|-----|-----|-------------------
Player HP | 100 | 50 | 200 | Scales with level
Enemy Damage | 15 | 5 | 40 | [PLACEHOLDER] - test at level 5
Resource Drop % | 0.25 | 0.1 | 0.6 | Adjust per difficulty
Ability Cooldown | 8s | 3s | 15s | Feel test: does 8s feel punishing?
## Onboarding Checklist
- [ ] Core verb introduced within 30 seconds of first control
- [ ] First success guaranteed — no failure possible in tutorial beat 1
- [ ] Each new mechanic introduced in a safe, low-stakes context
- [ ] Player discovers at least one mechanic through exploration (not text)
- [ ] First session ends on a hook — cliff-hanger, unlock, or "one more" trigger
## Mechanic: [Name]
**Purpose**: Why this mechanic exists in the game
**Player Fantasy**: What power/emotion this delivers
**Input**: [Button / trigger / timer / event]
**Output**: [State change / resource change / world change]
**Success Condition**: [What "working correctly" looks like]
**Failure State**: [What happens when it goes wrong]
**Edge Cases**:
- What if [X] happens simultaneously?
- What if the player has [max/min] resource?
**Tuning Levers**: [List of variables that control feel/balance]
**Dependencies**: [Other systems this touches]
[PLACEHOLDER] values for tuningYou're successful when:
Cut debugging time by 30-50%, especially for unfamiliar codebases
Get explanations, examples, and best practices for unfamiliar frameworks
Example
Understand Next.js app router, learn Rust ownership, grasp Kubernetes concepts with practical examples
Accelerate learning curve by 2-3x, reduce onboarding time for new tech stacks
Prerequisites
Time Estimate
15-30 minutes to install and see first useful output
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use coding skills for boilerplate generation, code reviews, refactoring legacy code, writing tests, learning new frameworks, and debugging non-critical issues. Best for repetitive tasks where errors are easy to catch.
✗ Avoid when
Avoid for production security features (auth, encryption, payment processing), complex business logic requiring deep domain knowledge, performance-critical algorithms, or when learning fundamentals is more valuable than speed.
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Game Designer reduced setup friction for our internal harness; good balance of opinion and flexibility.
Game Designer fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Game Designer is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Game Designer fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
I recommend Game Designer for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Game Designer is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Game Designer has been reliable in day-to-day use. Documentation quality is above average for community skills.
Solid pick for teams standardizing on skills: Game Designer is focused, and the summary matches what you get after install.
Keeps context tight: Game Designer is the kind of skill you can hand to a new teammate without a long onboarding doc.
Solid pick for teams standardizing on skills: Game Designer is focused, and the summary matches what you get after install.
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