game design player values mapper

    1

    Translate player behavior into motivational value maps to drive personalization, design alignment, and live-ops.

    $5

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIGitHub CopilotGitHub CopilotGemini CLIGemini CLI+20 more

    game design player values mapper

    Example session with this skill installed

    Map a player who spends 80% of their time in the house editor, ignores the main quest, but consistently completes limited-time event badges for rare furniture items.

    • Read your context and instructions
    • Compiled the game design player
    • Generated the UI component

    Analysis complete. The player demonstrates a clear priority for expression and collection over core progression loops.

    Player Value Analysis

    ValueWeightConfidenceEvidence
    Aesthetics / ExpressionDominantHigh80% time spent in house editor; focus on styling.
    Collection / CompletionSecondaryHighConsistent completion of event badges for rare items.
    Progression / GrowthWeakMediumIgnores main quest despite typical rewards.
    Efficiency / OptimizationAbsentLowNo evidence of min-maxing or speed-running goals.

    Dominant Values

    • Aesthetics / Expression: The primary driver is environmental storytelling and personal curation.
    • Collection / Completion: Secondary drive focused on acquiring specific, time-limited assets.

    Tensions / Contradictions

    The player is currently ignoring the main quest, likely because the rewards (utility items/XP) do not feed into their expressive goals. There is a "value block" where the core game loop does not provide the currency or items they actually care about.

    Segment Hypothesis

    Expressive Collector: A player who views the game as a creative sandbox and uses collection mechanics primarily to expand their palette for expression.

    Design Implications

    • Standard XP and power-gated rewards will continue to be ignored.
    • The player will likely churn if creative tools are locked behind high-effort combat or questing.
    • High receptivity to "rare but aesthetic" rewards rather than "powerful but ugly" gear.

    Next steps

    1. Audit the main quest to see if aesthetic rewards can be injected into early milestones.
    2. Review the furniture shop inventory to ensure a consistent flow of "rare" items for this segment.
    3. Test a personalized offer focusing on exclusive decor rather than progression boosts.

    game-design-player-values-mapper.tsx

    TSX · React component

    Generated

    Example file from a real run - the skill writes it into your workspace.

    Connects securely to your tools. The creator never sees your data.

    What you get

    Align reward structures with revealed player motivations to reduce churn.Create behavior-first segments for targeted live-ops and event framing.Identify system-level friction where design punishes player value priorities.Optimize feature prioritization by mapping user needs to value dimensions.

    About this skill

    The problem

    Game teams often rely on surface-level demographics or rigid archetypes that fail to explain why players actually churn or engage. Standard metrics show what players do, but not the underlying motivational priorities driving those choices.

    What it does

    • Analyzes specific player behavior patterns, resource spending, and feature engagement to infer core motivations.
    • Maps behavior to a seven-dimension value framework including Efficiency, Aesthetics, and Discovery.
    • Identifies "blocked values" where game systems might be punishing a player's natural playstyle.
    • Generates a design-facing segment hypothesis to guide personalization and live-ops targeting.
    • Provides actionable recommendations for reward framing, mission design, and monetization alignment.

    Why this beats prompting it yourself

    This skill uses a structured behavioral-to-motivational mapping framework that prevents over-indexing on single actions. It specifically looks for tensions between system design and player intent, which generic prompts usually miss.

    Use cases

    • Personalizing live-ops event targeting based on revealed player values rather than just spend.
    • Diagnosing why a specific player segment is disengaging from a new feature or progression system.
    • Reframing mission objectives and rewards to resonate with different motivational drivers.
    • Developing behavior-first player profiles for more effective feature prioritization.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
    1. 1

      Download the ZIP

      Free skills download straight away. Paid skills unlock right after purchase.

    2. 2

      Unzip into your skills folder

      Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.

    3. 3

      Ask your agent to use it

      Restart the agent if it was already running. It picks the skill up automatically - no config needed.

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    Click the path to copy it. Create the folder if it does not exist yet.

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    Recently published to Agensi

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    Verified clean 11 days ago

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    Listed11 days ago

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