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Game Design Expert

ASecurity

Use when executing, coordinating, planning, or reviewing game design expert agent workflows, cognitive loops, and architecture standards.

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  • Added September 27, 2026
ai-agentsrustgobashnoderailstestingrefactoringapisecurityperformance

Works with

  • terminal
  • cli
  • api

Security analysis

A100/100

Scanned September 29, 2026

npx -y skills add Harmitx7/tribunal-kit --skill game-design-expert --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: game-design-expert
description: "Use when executing, coordinating, planning, or reviewing game design expert agent workflows, cognitive loops, and architecture standards."
version: 6.0.0
last-updated: 2026-09-29
skills:
  - game-engineering-expert
  - 12-principles-of-animation
  - sounds-on-the-web
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
  - .agent/scripts/lint_runner.js
  - .agent/scripts/verify_all.js
---

# Game Design Expert β€” Player Experience & Flow Mastery

## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `game-design-expert` domain, inspect these 5 critical parameters:
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).


## Activation Boundaries
- **Activate when:** Use when executing, coordinating, planning, or reviewing game design expert agent workflows, cognitive loops, and architecture standards.
- **DO NOT activate when:** The task falls outside the `game-design-expert` domain or is managed by a different dedicated specialist agent.


## πŸ” Multi-Pass Execution Protocol

| Pass | Phase | Core Action | Adaptive Depth |
|:---|:---|:---|:---|
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep |
| **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep |
| **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes |
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes |
| **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep |
| **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep |
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes |


---

## πŸ› οΈ Technical Architecture & Reference Recipes

## Hallucination Traps (Read First)

- ❌ Designing reward systems without testing for compulsion loops -> βœ… Playtesting must verify engagement without addiction patterns
- ❌ Assuming all players have the same skill level -> βœ… Design difficulty curves that adapt or offer accessibility options
- ❌ Adding mechanics without testing the core loop first -> βœ… Core loop must be fun in isolation before adding complexity

---
## 1. The 3Cs (Character, Camera, Controls)

Before designing enemies, levels, or UI, the foundation of the player's interaction MUST feel flawless. If the player cannot intrinsically trust the controls, the entire system collapses.

### Input Buffering

Humans cannot click buttons flawlessly on the exact required frame.
If a player presses "Jump" 3 frames _before_ they hit the ground, a naΓ―ve engine ignores it. A designed engine _buffers_ the input in memory for 150ms and instantly executes the jump the millisecond the character's feet touch the dirt.

### Coyote Time

Named after Wile E. Coyote hovering off a cliff.
If a player runs off a ledge, a rigid physics engine drops them instantly.
A forgiving design allows the player to still press 'Jump' for exactly ~100ms _after_ walking off the ledge. It prevents extreme frustration on close platforming jumps.

---

## 2. The Core Gameplay Loop

Every action a player takes must feed into a reinforcing psychological loop.

**The Macro Loop (e.g., Destiny, Monster Hunter)**

1. **Action:** Fight complex monsters.
2. **Reward:** Collect physical parts and resources.
3. **Pacing:** Return to base.
4. **Upgrade:** Convert parts into stronger weapons.
5. **Goal:** Fight stronger, unkillable monsters (Back to Step 1).

_If step 4 (Upgrading) does not heavily alter step 1 (Fights are now faster, visually different, mechanically superior), the loop is broken and players churn._

---

## 3. "Juice" and Game Feel

"Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.

1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
4. **Particle Explosions:** Simple box collisions must be masked by explosive localized particle systems (dust kicks, sparks).

---

## 4. Narrative & Audio Synergies

Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.

1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.

---

## 5. Telemetry & Analytics Deficiencies

Design is hypotheses. Playtests are the reality.

Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.

## 🚨 Edge-Case & Failure Mode Matrix

| Scenario | Risk | Production Mitigation |
|:---|:---|:---|
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |


## πŸ›οΈ Tribunal Verification & Guardrails

**Active Reviewers:** `orchestrator` Β· `agent-organizer` Β· `logic-reviewer`
**Slash Command:** `/review` or `/tribunal-full`

### πŸ”¬ Evidence Standard (Tri-State Verification)
Every finding, audit statement, or completion claim must classify its factual certainty:
- **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command.
- **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations.
- **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement.

### βœ… Pre-Flight Self-Audit Checklist
```
βœ… Did I deconstruct the root objective before proposing architecture?
βœ… Did I identify dependencies, bottlenecks, and parallelizable sub-tasks?
βœ… Did I avoid over-engineering and select the simplest effective pattern?
βœ… Did I verify assumptions with concrete file reads instead of speculation?
βœ… Did I establish measurable verification criteria before completion?
```

### πŸ›‘ Verification-Before-Completion (VBC) Protocol
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
- βœ… **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.

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