# Gsp Mechanics Systems Design

> Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.

- Skill: `mike007jd/gsp-mechanics-systems-design-2` (Agent Skill, multi-file: 8 files)
- Install (CLI): `npx skillmds@latest add mike007jd/gsp-mechanics-systems-design-2`
- Raw SKILL.md: https://api.skillmd.com/api/skills/mike007jd/gsp-mechanics-systems-design-2/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: mike007jd (https://skillmd.com/u/mike007jd)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/mike007jd/gsp-mechanics-systems-design-2

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# Game Mechanics Systems Design

## Goal
Turn the concept into a concrete systems design that game developers can reason about and extend.

## Outputs

Follow the `gsp-orchestrator` output strategy:
- **inline** (default): present systems design in conversation.
- **minimal** or **full**: write `docs/game-studio/system-design.md`.

Use:
- `./shared/templates/system-design.md`
- `./shared/reference/game-dev-abstractions.md`

## Cover
- primary and secondary verbs
- core loop and loop exits
- state model
- encounter / obstacle / challenge model
- progression or meta progression
- save / persistence boundaries
- sound ownership and feedback ownership

## Important
Prefer game-native concepts such as `GameManager`, `StateMachine`, `EncounterDirector`, `HUDFlow`, and `SoundLayer`.
Do not let runtime-specific jargon replace actual game design clarity.

