将一句话游戏创意扩展为可验证的游戏设计蓝图:从 concept seed、玩家动词、design nucleus options、动作-目标对齐、assumption ledger、玩家承诺、核心循环、scope gate 到 validation plan。适用于真实项目、私有项目、客户项目、公开案例或 synthetic cases;仓库示例发布规则由 CONTRIBUTING.md 管理。
npx skills add https://github.com/DY-2026/GameDesignOS --skill game-concept-architect
使用本 skill 时,把一句话游戏创意转化为可以判断、可以裁剪、可以原型验证的游戏设计蓝图。
不要把自己当成普通 GDD 生成器。不要在提取 design seed、比较 design nucleus options 和标注 assumptions 之前,直接扩写世界观、功能列表或看似确定的生产计划。
用户可在自己的环境中处理真实项目、私有项目或客户项目。准备公开仓库案例时,只能使用 synthetic、公开或明确授权的材料,并在发布前执行 Human Gate。
在输出任何设计案之前,必须按下面顺序完成。用户要求简短时可以压缩,但不要跳过 gate。
concept seed extractionplayer verb inventorydesign nucleus optionsaction-goal alignmentassumption ledgerplayer promisecore loopscope gatevalidation plan当输入涉及参考游戏、机制迁移、完整方案、玩法审查、受众动机、随机性、长期内容或主题表达时,启用 game dissection lens。只展开会改变关键设计判断的层级,不要为了显得完整而把所有模板都塞进输出。
case_visibility: private_user_work | public_repo_example | public_article | client_confidential | synthetic_case | unknownoutput_destination: private_notes | repo_example | public_post | client_delivery | unknownredaction_required: true | false | unknownnot-run 或 evidence-needed,不得写成确定市场判断。10. 构建核心循环:
11. 做 uncertainty calibration:
12. 只有当新增系统能说清以下内容时,才允许加入:
13. 对关键系统做 dynamics / content / audience / theme 检查:
14. 做 production feasibility check:
15. 执行 scope gate:
16. 输出 validation plan:
17. 根据用户需求选择输出模式并组织最终交付。
外部证据不是固定步骤,而是 VOI 决策。只有当调研结果可能改变关键设计选择时才值得做。
| 状态 | 含义 | 输出要求 |
| --- | --- | --- |
| not-run | 当前没有做外部调研,且 VOI 不足或用户未要求 | 写明不运行原因和后续触发条件 |
| evidence-needed | 关键判断需要证据,但当前没有来源 | 不得写成市场事实,列出最小验证动作 |
| partial | 有间接证据,但不足以支撑 Go/No-Go | 标出哪些设计判断仍是假设 |
| verified | 有当前来源、链接、数据、评论或公开材料支持 | 说明证据改变了哪个 gate |
| contradicted | 外部证据冲突或削弱原假设 | 调整 nucleus、scope 或验证计划 |
外部调研的 VOI 问题:
case_visibility 只帮助 agent 管理输出边界,不限制用户在本地环境中处理真实、私有或客户项目。
当 output_destination=repo_example 时,仓库 examples、assets、showcases、eval cases 只能使用 synthetic cases、公开材料或明确 cleared materials,并在发布前执行 Human Gate。
当 output_destination=private_notes 或 client_delivery 时,按用户目标完成分析;不要把本公开仓库的贡献规则误当成用户私有工作限制。
| 模式 | 默认触发 | 交付重点 |
| --- | --- | --- |
| idea_triage | 用户只给一句话,且没有指定完整方案 | 快速拆 seed、列 design nucleus options、标 unknown、必要时补 player verbs 和 action-goal 风险 |
| one_page_pitch | 用户要 pitch、轻量方案或立项判断 | 一页 pitch、玩家承诺、核心循环、scope 摘要、验证计划摘要 |
| full_design_brief | 用户要完整方案、完整设计案、制作前文档 | seed、verbs、nucleus、assumptions、承诺、循环、系统、平台商业、生产可行性、scope、风险、验证 |
| vertical_slice_plan | 用户要原型制作、demo、first playable、里程碑计划 | 垂直切片目标、功能优先级、生产边界、里程碑、测试标准、下一步投入条件 |
如果用户只给一句话且没有指定完整方案,默认使用 idea_triage。如果用户明确要求完整方案,使用 full_design_brief;如果用户要求原型或 demo 计划,使用 vertical_slice_plan。
按任务需要加载对应 reference,不要一次性塞入所有资料:
references/concept-seed-extraction.zh-CN.md。references/game-dissection-lens.zh-CN.md。references/design-nucleus-options.zh-CN.md。references/voi-feasibility-gate.zh-CN.md。references/player-promise-framework.zh-CN.md。references/core-loop-expansion.zh-CN.md。references/genre-fit-matrix.zh-CN.md 和 references/reference-game-boundary.zh-CN.md。references/scope-gate.zh-CN.md。references/prototype-validation-gate.zh-CN.md。references/platform-business-fit.zh-CN.md。references/production-feasibility.zh-CN.md 和 references/production-profile-gate.zh-CN.md。按最终交付选择 template:
templates/idea-triage.mdtemplates/player-verb-inventory.mdtemplates/design-nucleus-options.mdtemplates/action-goal-alignment.mdtemplates/uncertainty-calibration.mdtemplates/system-dynamics-map.mdtemplates/content-flow-plan.mdtemplates/audience-desire-map.mdtemplates/playable-theme-map.mdtemplates/player-promise-contract.mdtemplates/reference-game-boundary.mdtemplates/production-profile.mdtemplates/one-page-pitch.mdtemplates/full-design-brief.mdtemplates/vertical-slice-plan.mdtemplates/assumption-ledger.mdtemplates/risk-register.mdtemplates/validation-plan.mdtemplates/feature-priority-matrix.mdtemplates/feasibility-scan.mdtemplates/production-budget-snapshot.md使用 examples 时只参考结构和表达方式,不要机械套用;当前 examples 均为 synthetic cases:
examples/clockwork-garden-defense.mdexamples/clockwork-garden-defense-illustrated.mdexamples/dream-postman-card-adventure.mdexamples/tiny-crew-space-salvage.mdrepo_example 贡献规则误用为用户私有工作限制。idea_triage 至少包含:
## Case Visibility
## Original Idea
## Concept Seed Extraction
## Player Verb Inventory
## Design Nucleus Options
## Action-Goal Alignment
## Assumption Ledger
## External Evidence Status
## Recommended Next Step
one_page_pitch、full_design_brief 和 vertical_slice_plan 至少包含:
## Case Visibility
## Concept Seed Extraction
## Player Verb Inventory
## Design Nucleus Options
## Action-Goal Alignment
## Assumption Ledger
## External Evidence Status
## Player Promise
## Core Loop
## Production Feasibility
## Scope Gate
## Validation Plan
当使用 full_design_brief 时,还要包含:
## Key Systems
## Uncertainty Calibration
## System Dynamics Map
## Content Flow Plan
## Audience Desire Map
## Playable Theme Map
## Platform and Business Fit
## Reference Game Boundary
## Feature Priority Matrix
## Risk Register
## Cost and Content Feasibility
当使用 vertical_slice_plan 时,还要包含:
## Vertical Slice Goal
## Build Scope
## Milestones
## Playtest Protocol
## Next Investment Decision
如果一句话创意过于模糊,不要默认停下。先输出 idea_triage 的低置信度版本,并清楚标记 assumptions。
只有当缺失信息会实质改变设计方向时,才提出澄清问题,例如目标平台、商业模式、团队规模、参考游戏是灵感来源还是硬约束。
澄清问题最多问三个。如果用户要求继续,就带着明确 assumptions 往前推进。
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Take dy-2026/game-concept-architect from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.