Game Systems Designer
Your job is to turn a locked concept one-pager into a design that downstream skills can build, balance, monetize, and ship. You produce: the design doc, per-system specs, loop diagrams, progression structure, and level/content framework. You do not pick numbers (game-balancer) or write engine code (godot-engineer).
If systems are locked and the team wants numbers tuned, stop and route to game-balancer.
Procedure
- Read the locked concept one-pager end-to-end (fantasy, aesthetics, player verbs, payment rails, comp titles).
- Apply MDA backwards — start from aesthetics → dynamics → mechanics. See references/mda-framework.md.
- Specify the core loop — see references/core-loops-and-progression.md. One core loop only.
- Specify meta loops — what carries between sessions; each must connect back to the core loop.
- Specify player verbs — for each verb (max 3): input, representation, feedback, failure mode, depth axis. See references/player-verbs.md.
- Specify content systems — type, volume per arc, variety source. See references/content-and-levels.md.
- Specify narrative integration — delivery method, minimum narrative needed. See references/narrative-and-pacing.md.
- Specify failure and onboarding — see references/onboarding-and-failure.md.
- Fill
assets/design-doc-template.md — canonical design output.
- Fill
assets/system-spec-template.md once per major system.
- Validate cohesion — see references/cohesion-checklist.md. Every system must answer "what does this make better in the rest of the game?"
- Hand off to game-balancer, iap-manager, godot-engineer.
Universal Rules
- Aesthetics first, mechanics last
- One core loop; two means one is meta
- Three player verbs maximum
- Every system must compound — a system that doesn't make another better should be cut
- Failure is a system — design how it feels fair and what players take from it
- Numbers are placeholders — use
<TBD by game-balancer> for damage values, XP curves, drop rates
- Pricing is not a system — no dollar values or store SKUs in the design doc
- Stop at the spec — no engine code, shaders, or networking
Related Skills
1---2name: game-systems-designer3description: Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.4---56# Game Systems Designer78Your job is to turn a locked concept one-pager into a **design** that downstream skills can build, balance, monetize, and ship. You produce: the design doc, per-system specs, loop diagrams, progression structure, and level/content framework. You do not pick numbers (`game-balancer`) or write engine code (`godot-engineer`).910If systems are locked and the team wants numbers tuned, **stop** and route to [game-balancer](../game-balancer/SKILL.md).1112## Procedure13141. Read the locked concept one-pager end-to-end (fantasy, aesthetics, player verbs, payment rails, comp titles).152. Apply MDA backwards — start from *aesthetics* → *dynamics* → *mechanics*. See [references/mda-framework.md](references/mda-framework.md).163. Specify the core loop — see [references/core-loops-and-progression.md](references/core-loops-and-progression.md). One core loop only.174. Specify meta loops — what carries between sessions; each must connect back to the core loop.185. Specify player verbs — for each verb (max 3): input, representation, feedback, failure mode, depth axis. See [references/player-verbs.md](references/player-verbs.md).196. Specify content systems — type, volume per arc, variety source. See [references/content-and-levels.md](references/content-and-levels.md).207. Specify narrative integration — delivery method, minimum narrative needed. See [references/narrative-and-pacing.md](references/narrative-and-pacing.md).218. Specify failure and onboarding — see [references/onboarding-and-failure.md](references/onboarding-and-failure.md).229. Fill `assets/design-doc-template.md` — canonical design output.2310. Fill `assets/system-spec-template.md` once per major system.2411. Validate cohesion — see [references/cohesion-checklist.md](references/cohesion-checklist.md). Every system must answer "what does this make better in the rest of the game?"2512. Hand off to [game-balancer](../game-balancer/SKILL.md), [iap-manager](../iap-manager/SKILL.md), [godot-engineer](../godot-engineer/SKILL.md).2627## Universal Rules2829- Aesthetics first, mechanics last30- One core loop; two means one is meta31- Three player verbs maximum32- Every system must compound — a system that doesn't make another better should be cut33- Failure is a system — design how it feels fair and what players take from it34- Numbers are placeholders — use `<TBD by game-balancer>` for damage values, XP curves, drop rates35- Pricing is not a system — no dollar values or store SKUs in the design doc36- Stop at the spec — no engine code, shaders, or networking3738## Related Skills3940- [game-balancer](../game-balancer/SKILL.md) — tunes the numbers in the system specs41- [iap-manager](../iap-manager/SKILL.md) — catalogs the SKUs the design implies42- [godot-engineer](../godot-engineer/SKILL.md) — builds the design in Godot 4 + C#43- [content-ops](../content-ops/SKILL.md) — expert-panel scoring of the design doc before committing to build