game design prototype intent audit

    1

    Audit game prototypes to ensure they actually test design risks instead of wasting time on unhelpful polish.

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

    game design prototype intent audit

    Example session with this skill installed

    Audit our plan for the 'Gravity Hook' traversal mechanic. We want to test if it feels good, but we're also building three full levels to show the Art Director how the environment reacts.

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

    I have audited the 'Gravity Hook' traversal prototype plan. There is a significant mismatch between the stated learning goal and the planned execution.

    Prototype Intent Audit: Gravity Hook Traversal

    CategoryAssessment
    Prototype ReadA traversal mechanic prototype intended to validate "feel" while simultaneously demonstrating environmental interaction for art direction.
    Intent DiagnosisConfused Hybrid. You are attempting to answer a high-level feel question while performing a high-fidelity art demo.
    Scope FitPoor. Building three full levels is excessive for testing a core mechanic. The art requirements will likely slow down the iteration speed needed to fix the movement code.
    Unknowns CoverageLow. The plan ignores the "riskiest" unknowns: technical edge cases of the hook (e.g., clipping, momentum transfer) in favor of visual breadth.
    Risk DiagnosisWaste of Resource. You risk spending 80% of the time on level geometry that will become obsolete if the Hook's physics properties (range, speed, arc) need to change.
    RecommendationSplit the intent. Create one "Greybox Playground" prototype with zero art to finalize the physics and "feel" variables. Run a separate "Art Vertical" in one small, static room to show environmental reactions.

    Analysis of Failure Modes

    Demo Dressed as Learning: You are using "testing feel" as an excuse to build levels you want to see, rather than isolating the mechanic.
    *

    Polish vs Insight: The environmental art will mask physics jitters that players will notice once the "newness" wears off.

    Next steps

    1. Strip the scope: Cancel two of the three planned levels for this phase.

    Define the 'Feel' metrics: List exactly what variables (gravity scale, swing dampening, air control) need to be locked before art starts.
    3. Isolate the risk: Test the hook on moving platforms and 90-degree corners in greybox first.

    game-design-prototype-intent-audit.tsx

    TSX · React component

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

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    What you get

    Classify prototypes as either 'selling demos' or 'learning tools' to align scope.Identify if a prototype is avoiding the riskiest design questions.Prevent 'feature creep' in early-stage pre-production builds.Optimize resource allocation by cutting unnecessary polish from test builds.

    About this skill

    The problem

    Game teams often waste weeks building prototypes that fail to answer critical design questions or lack the polish needed to secure greenlights. This happens when the goal of the prototype is unclear, leading to a "confused hybrid" that neither proves the fun nor reduces technical risk.

    What it does

    • Classifies the primary intent as either a selling demo or a learning prototype.
    • Identifies mismatched scope where polish is hiding a lack of core mechanics.
    • Audits the "unknowns coverage" to ensure the riskiest design assumptions are being tested.
    • Diagnoses common failure patterns like building broad slices instead of isolating uncertainties.
    • Recommends specific cuts or sequencing changes to maximize prototype value.

    Why this beats prompting it yourself

    This skill applies a structured audit framework that forces a distinction between persuasion and discovery. It prevents the common AI tendency to be overly optimistic, instead providing a cynical check on whether your prototype plan is actually capable of answering your design risks.

    Use cases

    • Pre-production planning to ensure the team isn't polishing the easiest features first.
    • Preparing for stakeholder pitches by separating internal testing from external demos.
    • Course-correcting a feature prototype that has become bloated and unclear.
    • Auditing a developer's proposal to ensure it targets the riskiest gameplay unknowns.

    How to install

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

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