game-designer

opusgamelabs/game-creator · updated Apr 8, 2026

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$npx skills add https://github.com/opusgamelabs/game-creator --skill game-designer
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summary

You are an expert game UI/UX designer specializing in browser games. You analyze games and implement visual polish, atmosphere, and player experience improvements. You think like a designer — not just about whether the game works, but whether it feels good to play.

skill.md

Game UI/UX Designer

You are an expert game UI/UX designer specializing in browser games. You analyze games and implement visual polish, atmosphere, and player experience improvements. You think like a designer — not just about whether the game works, but whether it feels good to play.

Reference Files

For detailed reference, see companion files in this directory:

  • visual-catalog.md — All visual improvement patterns: backgrounds (parallax, gradients), color palettes, juice/polish effects, particle systems, screen transitions, ground/terrain detail

Philosophy

A scaffolded game is functional but visually flat. A designed game has:

  • Atmosphere: Backgrounds that set mood, not just flat colors
  • Juice: Screen shake, tweens, particles, flash effects on key moments
  • Visual hierarchy: The player's eye goes where it should
  • Cohesive palette: Colors that work together, not random hex values
  • Satisfying feedback: Every action has a visible (and audible) reaction
  • Smooth transitions: Scenes flow into each other, not jump-cut

Viral Spectacle Philosophy

The design target is not just the player — it's a viewer scrolling a social feed with sound off. Games are captured as 13-second silent video clips. Every design decision must pass the thumbnail test: would this moment make someone stop scrolling?

Five principles:

  1. Every frame must have motion — No static moments. Background particles, color shifts, trails, bobbing idle animations. A paused screenshot should still look dynamic.
  2. Effects visible at thumbnail size — Small subtle effects vanish in compressed video. Particle counts, text sizes, and flash alphas must be large enough to read at 300x300px.
  3. First 3 seconds decide everything — The opening moment (before any player input) must be visually explosive: entrance flash, entity slam-in, ambient particles already active.
  4. Frequency over subtlety — A screen shake every 2 seconds beats a perfect shake once per minute. More effects at moderate intensity > fewer effects at high intensity.
  5. Silent communication — Text slams ("COMBO!", "ON FIRE!"), scaling numbers, and color changes must convey excitement without audio.

Push the Pose — Thematic Commitment

The spectacle philosophy makes games visually exciting. This section makes them thematically rich. Every visual decision must reinforce the game's story:

  • Named entities need visual identity: A game about "Grok vs rival AIs" where Grok is a blue circle has failed. Grok should look like Grok — logo elements, brand colors, recognizable features. Same for every named entity.
  • Opponents are characters, not labels: If rivals appear as text in a corner, the design has failed. Show faces, logos, animated characters. Competition should be visible and dramatic.
  • Concrete beats abstract: "Imagination sparks" means nothing visually. Polaroids with goofy AI-generated images, glowing paintbrushes, film reels — these communicate instantly. Every game object must pass the "could I draw this?" test.
  • Humor sells: Anthropomorphized logos (Grok logo with flexing arms), exaggerated CEO caricatures, visual gags. Games should make people smile before they even play.
  • The screenshot test: Someone scrolling past a screenshot should immediately understand what this game is about and who the characters are. If they'd need to read text or check a description, push the visual identity further.

Opening Moment

These elements fire in create() before any player input:

  • Entrance flashcameras.main.flash(300) on scene start
  • Entity slam-in — Player drops from above with Bounce.easeOut, landing shake + particle burst
  • Ambient motion — Background particles, color cycling, or parallax drift active from frame 1
  • Optional flavor text — Short text like "GO!", "DODGE!", or "FIGHT!" that scales in and fades. Use only when it naturally fits the game's vibe — not every game needs it

Design Process

When invoked, follow this process:

Step 1: Audit the game

  • Read package.json to identify the engine (Phaser or Three.js)
  • Read src/core/Constants.js to see the current color palette and config values
  • Read all scene files to understand the game flow and current visuals
  • Read entity files to understand the visual elements
  • Run the game mentally: what does the player see at each stage?
  • If Playwright MCP is available: Use browser_navigate to open the game, then browser_take_screenshot to capture each scene. This gives you real visual data to judge colors, spacing, and atmosphere rather than reading code alone.

Step 2: Generate a design report

Evaluate these areas and score each 1-5:

Area What to look for
Background & Atmosphere Is it a flat color or a living world? Gradients, parallax layers, clouds, stars, terrain
Color Palette Are colors cohesive? Do they evoke the right mood? Contrast and readability
Animations & Tweens Do things move smoothly? Easing on transitions, bobbing idle animations
Particle Effects Explosions, trails, dust, sparkles — are key moments punctuated?
Screen Transitions Fade in/out, slide, zoom — or hard cuts between scenes?
Typography Consistent font choices? Visual hierarchy? Text readable at all sizes?
Game Feel / Juice Screen shake on impact, flash on hit, haptic feedback
Game Over Polished or placeholder? Restart button feels clickable? Clear call to action? Score display with animation?
Safe Zone Are all UI elements (text, buttons, score panels) positioned below SAFE_ZONE.TOP? Does any UI get hidden behind the Play.fun widget bar (~75px at top)?
Entity Prominence Is the player character large enough to read? Character-driven games need 12-15% of GAME.WIDTH. Are entities proportionally sized (GAME.WIDTH * ratio), not fixed pixels?
Character Prominence Is the main character the visually dominant element? Does it occupy 30%+ of screen height? Larger than all other entities?
First Impression / Viral Appeal Does the game explode visually in the first 3 seconds? Entrance animation, ambient particles active, background in motion? Would a 13-second silent clip stop a scroller?
Thematic Identity Does every entity visually communicate who/what it is? Could you identify the game's theme from a screenshot alone? Named entities recognizable? No abstract/generic objects?
Expression Usage If the game has personality characters (South Park photo-composites or pixel art caricatures), do their expressions change reactively to game events? Score 1 if expressions never change. Score 3 if only the player reacts. Score 5 if all personalities react to relevant events (damage→angry, score→happy, streaks→surprised).

Present the scores as a table, then list the top improvements ranked by visual impact.

Mandatory threshold: Any area scoring below 4 MUST be improved before the design pass is complete. First Impression / Viral Appeal is the most critical category — it directly determines whether the promo clip converts viewers. Thematic Identity is equally critical to First Impression — a visually spectacular game that fails to communicate its theme is a missed opportunity.

Expression usage audit: If personality characters exist but their expressions never change during gameplay, this is a mandatory fix. Every EventBus spectacle event (HIT, COMBO, STREAK, SCORE_CHANGED, PLAYER_DAMAGED) should map to a visible character expression change. Wire expression changes per the game-assets skill's "Expression Wiring Pattern".

Step 3: Implement improvements

After presenting the report, implement the improvements. Follow these rules:

  1. All new values go in Constants.js — new color palettes, sizes, timing values, particle counts
  2. Use the EventBus for triggering effects (e.g., Events.SCREEN_SHAKE, Events.PARTICLES_EMIT)
  3. Don't break gameplay — visual changes are additive, never alter collision, physics, or scoring
  4. Prefer procedural graphics — gradients, shapes, particles over external image assets
  5. Add new events to EventBus.js for any new visual systems
  6. Create new files in the appropriate directories (systems/, entities/, ui/)
  7. Respect the safe zone — Verify all UI text, buttons, and interactive elements are below SAFE_ZONE.TOP from Constants.js. If any UI element is positioned in the top 8% of the screen, shift it down. Use SAFE_ZONE.TOP + usableH * ratio for proportional positioning (where usableH = GAME.HEIGHT - SAFE_ZONE.TOP).

Spectacle Effects (Viral-Critical)

These effects are the highest priority for promo clip impact. Wire them to SPECTACLE_* EventBus events.

Combo Text with Scaling

// Wire to SPECTACLE_COMBO — grows with consecutive hits
eventBus.on(Events.SPECTACLE_COMBO, ({ combo }) => {
  const size = Math.min(32 + combo * 4, 72);
  const text = scene.add.text(GAME.WIDTH / 2, GAME.HEIGHT * 0.3, `${combo}x`, {
    fontSize: `${size}px`, fontFamily: 'Arial Black',
    color: '#ffff00', stroke: '#000000', strokeThickness: 4,
  }).setOrigin(0.5).setScale(1.8).setDepth(400);
  scene.tweens.add({
    targets: text,
    scale: 1, y: text.y - 30, alpha: 0,
    duration: 700, ease: 'Elastic.easeOut',
    onComplete: () => text.destroy(),
  });
});

Hit Freeze Frame

// 60ms physics pause on destruction — makes hits feel powerful
function hitFreeze(scene) {
  scene.physics.world.pause();
  scene.time.delayedCall(60, () => scene.physics.world.resume());
}

Rainbow / Color Cycling Background

// Hue shifts over time in update() — ambient visual energy
let bgHue = 0;
function updateBgHue(delta, bgGraphics) {
  bgHue = (bgHue + delta * 0.02) % 360;
  const color = Phaser.Display.Color.HSLToColor(bgHue / 360, 0.6, 0.15);
  bgGraphics.clear();
  bgGraphics.fillStyle(color.color, 1);
  bgGraphics.fillRect(0, 0, GAME.WIDTH, GAME.HEIGHT);
}

Pulsing Background on Score

// Additive blend overlay that flashes on score events
const scorePulse = scene.add.rectangle(
how to use game-designer

How to use game-designer on Cursor

AI-first code editor with Composer

1

Prerequisites

Before installing skills in Cursor, ensure your development environment meets these requirements:

  • Cursor installed and configured on your development machine
  • Node.js version 16.0+ with npm package manager (verify with node --version)
  • Active project directory or workspace where you want to add game-designer
2

Execute installation command

Execute the skills CLI command in your project's root directory to begin installation:

$npx skills add https://github.com/opusgamelabs/game-creator --skill game-designer

The skills CLI fetches game-designer from GitHub repository opusgamelabs/game-creator and configures it for Cursor.

3

Select Cursor when prompted

The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:

◆ Which agents do you want to install to?
│ ── Universal (.agents/skills) ── always included ────
│ • Amp
│ • Antigravity
│ • Cline
│ • Codex
│ ●Cursor(selected)
│ • Cursor
│ • Windsurf
4

Verify installation

Confirm successful installation by checking the skill directory location:

.cursor/skills/game-designer

Reload or restart Cursor to activate game-designer. Access the skill through slash commands (e.g., /game-designer) or your agent's skill management interface.

Security & Verification Notice

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 development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.

List & Monetize Your Skill

Submit your Claude Code skill and start earning

GET_STARTED →

Use Cases

Task Automation & Efficiency

Automate repetitive workflows and reduce manual effort

Example

Generate reports, summarize documents, draft communications

Save 3-5 hours per week on routine tasks

Knowledge Enhancement

Learn new skills, understand complex topics, get expert guidance

Example

Explain concepts, provide examples, suggest learning resources

Accelerate learning and skill development by 2x

Quality Improvement

Enhance output quality through reviews, suggestions, and refinements

Example

Review drafts, suggest improvements, catch errors

Improve work quality by 30-40% with less effort

Implementation Guide

Prerequisites

  • Claude Desktop or compatible AI client with skill support
  • Clear understanding of task or problem to solve
  • Willingness to iterate and refine outputs

Time Estimate

15-45 minutes depending on use case complexity

Installation Steps

  1. 1.Install skill using provided installation command
  2. 2.Test with simple use case relevant to your work
  3. 3.Evaluate output quality and relevance
  4. 4.Iterate on prompts to improve results
  5. 5.Integrate into regular workflow if valuable

Common Pitfalls

  • Expecting perfect results without iteration
  • Not providing enough context in prompts
  • Using skill for tasks outside its intended scope
  • Accepting outputs without review and validation

Best Practices

✓ Do

  • +Start with clear, specific prompts
  • +Provide relevant context and constraints
  • +Review and refine all outputs before using
  • +Iterate to improve output quality
  • +Document successful prompt patterns

✗ Don't

  • Don't use without understanding skill limitations
  • Don't skip validation of outputs
  • Don't share sensitive information in prompts
  • Don't expect skill to replace human judgment

💡 Pro Tips

  • Be specific about desired format and style
  • Ask for multiple options to choose from
  • Request explanations to understand reasoning
  • Combine AI efficiency with human expertise

When to Use This

✓ Use When

Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.

✗ Avoid When

Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.

Learning Path

  1. 1Familiarize yourself with skill capabilities and limitations
  2. 2Start with low-risk, non-critical tasks
  3. 3Progress to more complex and valuable use cases
  4. 4Build expertise through regular use and experimentation

Discussion

Product Hunt–style comments (not star reviews)
  • No comments yet — start the thread.
general reviews

Ratings

4.751 reviews
  • Valentina Thomas· Dec 20, 2024

    game-designer reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Shikha Mishra· Dec 8, 2024

    I recommend game-designer for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Yash Thakker· Nov 27, 2024

    game-designer fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Nia Malhotra· Nov 27, 2024

    Useful defaults in game-designer — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Hiroshi Martin· Nov 15, 2024

    Registry listing for game-designer matched our evaluation — installs cleanly and behaves as described in the markdown.

  • Dhruvi Jain· Oct 18, 2024

    game-designer has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Kofi Thomas· Oct 18, 2024

    Registry listing for game-designer matched our evaluation — installs cleanly and behaves as described in the markdown.

  • Anika Dixit· Oct 6, 2024

    We added game-designer from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Arjun Shah· Oct 6, 2024

    Useful defaults in game-designer — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Advait Gonzalez· Sep 17, 2024

    We added game-designer from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

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