wanghaisheng
- 190 skills
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- ▌ Core Loop Designer · wanghaishengDefine the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Game Quality Gates · wanghaisheng bundleGame development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Three.js/2D/3D). Covers state cleanup, lifecycle management, input handling, audio, persistence, networking, anti-cheat, and performance. Use as pre-deploy checklist or when diagnosing game-specific bugs (state leaks, phantom timers, buff conflicts, memory growth, touch issues). From dev/game-quality-gates-main integrated quality gates framework.
- ▌ Game Market Analyst · wanghaishengAnalyze the competitive landscape, identify market positioning, and validate commercial viability of a game concept. The discipline of knowing where your game lives in the market before you build it. Use this skill when: (1) mapping the competitive landscape for a game concept, (2) identifying underserved niches and market gaps, (3) analyzing comparable titles for revenue, audience size, and reception patterns, (4) validating whether a target audience actually exists at viable scale, (5) assessing market timing — why this game now, (6) evaluating platform and distribution strategy, (7) building a comp set for publisher/investor pitches, (8) performing post-mortem market analysis on why a game succeeded or failed commercially, (9) informing pricing, monetization model, and launch window decisions. Medium-agnostic — works for digital (Steam, console, mobile), tabletop (retail, Kickstarter, direct), and hybrid games.
- ▌ World Logic Checker · wanghaishengKeep the fiction internally consistent as the game scales. The rules of the world, not the rules of the game. Use this skill when: (1) establishing the foundational rules of a game's fictional world, (2) checking new content for lore contradictions, (3) tracking implications of world-building decisions ("if X is true, then Y must also be true"), (4) building faction/entity relationship maps, (5) defining technology or magic system constraints, (6) ensuring narrative content is consistent with established lore, (7) maintaining a living world bible that scales with the project. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Game Balance Analyst · wanghaishengEnsure meaningful choice — no dominant strategies, no dead options, no runaway leaders or hopeless laggards. Use this skill when: (1) evaluating whether all player options are viable, (2) identifying dominant strategies that eliminate meaningful choice, (3) designing asymmetric balance (different factions, characters, or roles that feel fair despite being different), (4) building Monte Carlo or statistical models to test probabilistic systems, (5) creating balance levers — the knobs you can turn to adjust without redesigning, (6) diagnosing why a game feels unfair even when it technically isn't, (7) building matchup matrices for competitive games. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Project Stage Detect · wanghaishengAutomatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts.
- ▌ Game Vision Architect · wanghaishengDefine the foundational identity of a game — who it's for, why it should exist, and what fantasy it fulfills. Use this skill when: (1) starting a new game project from scratch, (2) the designer has an idea but hasn't articulated a clear vision, (3) a game needs its core identity defined or redefined, (4) working backward from a mechanic/aesthetic to establish the vision it serves, (5) validating whether an existing vision still holds after significant design changes. Medium-agnostic — works for digital games, tabletop, pen-and-paper, and hybrid designs.
- ▌ Media Pipe Unity · wanghaisheng bundleMediaPipe Unity Plugin 集成。用于计算机视觉任务、手部/面部/姿态追踪、手势识别、目标检测以及 Unity 中的 ML 解决方案。
- ▌ UI UX Systems Designer · wanghaishengDesign the information architecture and interaction model — how the player reads game state and provides input. The interface between the player's brain and the game's systems. Use this skill when: (1) designing information hierarchy (what the player needs to know, in what order), (2) defining input models (how players express intent), (3) designing feedback language (how the game communicates outcomes), (4) managing cognitive load, (5) planning accessibility features, (6) designing onboarding and tutorial flows, (7) creating player aids for tabletop games. Distinct from aesthetic direction — this is about communication and usability, not sensory identity. Medium-agnostic — works for digital UI, tabletop graphic design, and hybrid.
- ▌ Unity Asset Guide · wanghaisheng bundleUse when writing Unity package code (FEEL, SOAP, DOTween), debugging package-related issues, or checking best practices before implementation.
- ▌ Design Coherence Engine · wanghaisheng bundleMeta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).
- ▌ Level Encounter Planner · wanghaishengStructure spaces and encounters to deliver on pillars and pacing. The craft of "what happens where and in what order." Use this skill when: (1) designing level layouts, encounter sequences, or scenario structures, (2) building pacing curves (tension/release patterns), (3) defining encounter composition (enemy mix, challenge types, resource pressure), (4) choosing spatial flow models (linear, hub-and-spoke, open, gated), (5) planning difficulty ramping across a game, (6) designing for replayability through encounter variation, (7) mapping narrative beats to specific encounters or locations. Medium-agnostic — works for digital levels, tabletop scenarios, and hybrid encounters.
- ▌ Prototype Scope Definer · wanghaishengDefine the minimum buildable artifact that tests the core design hypothesis. Prevent over-building before validation. Use this skill when: (1) defining what a prototype must include to test the core hypothesis, (2) making build-vs-fake decisions (what must be real, what can be placeholder), (3) setting aesthetic fidelity targets for a prototype, (4) defining success criteria for prototype validation, (5) scoping a paper prototype, vertical slice, or greybox, (6) preventing scope creep during prototyping. Medium-agnostic — works for digital prototypes, tabletop paper prototypes, and hybrid builds.
- ▌ Technical Design Bridge · wanghaishengTranslate game design into implementation requirements without prescribing engineering solutions. The bridge between "what the designer wants" and "what gets built." Use this skill when: (1) translating formalized rules into systems specifications, (2) identifying data structure requirements from game state, (3) flagging performance-critical systems, (4) assessing platform constraints and their design impact, (5) defining aesthetic implementation requirements (shader complexity, audio channels, print specs), (6) creating component design specs for tabletop manufacturing. Medium-agnostic — works for digital engines, tabletop manufacturing, and hybrid platforms.
- ▌ Design Iteration Tracker · wanghaishengTrack what changed, why it changed, and what the result was. Prevent circular design and build institutional memory. Use this skill when: (1) logging design decisions with rationale and supporting data, (2) detecting when a proposed change moves back toward a previously rejected state, (3) tracking the impact chain of changes across systems, (4) maintaining version history of key design parameters, (5) building a searchable history of design evolution, (6) onboarding new team members who need to understand why things are the way they are. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Design Pillars Architect · wanghaishengDistill a game vision into 3-5 actionable design pillars that constrain and guide every design decision. Pillars are the filter — if a feature doesn't serve a pillar, it gets cut. Use this skill when: (1) a game vision exists but needs translating into actionable constraints, (2) the team needs a shared framework for evaluating design decisions, (3) feature creep threatens and the project needs refocusing, (4) aesthetic direction challenges require pillar re-evaluation (bidirectional with Skill 3), (5) a pillar is suspected of no longer serving the vision. Co-equal with Aesthetic Direction (Skill 3) at Tier 2. Medium-agnostic.
- ▌ High Concept Pitch Writer · wanghaishengCompress a game vision into communication artifacts — the pitch that sells the game to stakeholders, publishers, players, or your own team. Use this skill when: (1) preparing to pitch a game concept to a publisher or investor, (2) writing a store page, Kickstarter campaign, or press release, (3) aligning a team around a shared understanding of the game, (4) testing whether a vision is focused enough to communicate in one sentence, (5) creating comparison frames and mood references. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Player Experience Modeler · wanghaishengMap the intended emotional journey and psychological engagement model for a game. Defines what the player should feel at each stage of play and what motivates continued engagement. Use this skill when: (1) translating a vision and pillars into concrete emotional targets, (2) designing the pacing of a play session or campaign, (3) evaluating whether a game delivers the intended experience, (4) diagnosing why a game "feels off" despite sound mechanics, (5) choosing between design options based on which better serves the intended experience, (6) mapping flow state targets and challenge curves. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Scope Feature Prioritizer · wanghaishengDecide what to build and in what order. The skill of cutting the right things. Use this skill when: (1) applying MoSCoW prioritization mapped to design pillars, (2) defining the Minimum Viable Game, (3) building feature dependency graphs (what must exist before what), (4) making risk-weighted priority decisions (high risk = prototype early), (5) managing scope creep by evaluating features against pillars, (6) creating and maintaining a cut list with reasoning. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Narrative Systems Designer · wanghaishengDesign the systems that deliver narrative — not the story itself, but the machinery of storytelling in the game. Use this skill when: (1) choosing between narrative delivery methods (linear, branching, emergent, environmental, systemic), (2) designing how story and mechanics interact and reinforce each other, (3) building quest/mission/scenario structures, (4) defining player agency within the narrative, (5) integrating faction and character systems with gameplay, (6) ensuring narrative serves the emotional arc defined in the experience model, (7) designing lore delivery that doesn't interrupt gameplay. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Playtest Protocol Designer · wanghaishengStructure playtests to generate actionable data, not just "it was fun" or "it wasn't." Use this skill when: (1) planning a playtest session with clear objectives, (2) designing observation checklists and post-play questionnaires, (3) choosing between playtest types (blind, facilitated, A/B, stress test), (4) building data collection plans (quantitative vs. qualitative), (5) creating analysis frameworks to interpret results, (6) structuring feedback sessions to extract useful information, (7) validating whether the intended experience is landing with real players. Medium-agnostic — works for digital playtests, tabletop playtests, and hybrid testing.
- ▌ Systems Interaction Mapper · wanghaishengMap how all game systems affect each other. Identify feedback loops, emergent behaviors, and potential degenerate strategies before they ship. Use this skill when: (1) designing a game with multiple interacting systems, (2) diagnosing unexpected emergent behavior or exploit paths, (3) evaluating whether adding a new system creates healthy or degenerate interactions, (4) identifying which systems are too tightly or loosely coupled, (5) mapping feedback loops (reinforcing, balancing, broken), (6) predicting where player-discovered strategies will emerge, (7) understanding why a balance change in one system cascades unexpectedly. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Economy Progression Designer · wanghaishengDesign the mathematical backbone of a game — resource flows, power curves, unlock pacing, and reward schedules. Use this skill when: (1) designing resource systems (currencies, materials, energy, cards, tokens), (2) defining progression curves (XP, power, unlock cadence), (3) choosing reward schedules (fixed, variable, interval-based), (4) diagnosing inflation, deflation, or resource starvation, (5) designing monetization without pay-to-win (if applicable), (6) pacing unlock cadence across a campaign or live service, (7) balancing resource sinks against sources to maintain a healthy economy over time. Medium-agnostic — works for digital, tabletop, and hybrid games.
- ▌ Aesthetic Direction Framework · wanghaishengDefine the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.
- ▌ Designer Role · wanghaisheng bundle扮演设计师角色,完成从用户研究、UX策略、UI设计到交互设计的全流程设计任务。支持设计研究、设计系统、原型测试、设计运营等多维度职责。
- ▌ Svg Art · wanghaisheng bundle生成高质量的SVG艺术作品,用于原型阶段的占位符。支持多种风格(手绘、扁平、水彩、纹理笔刷等),根据设计系统生成符合品牌调性的SVG插图、图标和背景图案。
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- ▌ Design Debate · wanghaishengUse when a design direction is uncertain, when the team could go multiple ways, or when the user wants to see competing approaches argued before committing — orchestrates structured debate between agents who advocate for different directions
- ▌ Design Memory · wanghaishengUse when starting a new project or when taste decisions are made — accumulates the user's aesthetic preferences, recurring patterns, and design instincts across projects so each new project starts with what the system already knows about their taste
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- ▌ Taste Feedback · wanghaisheng在构建阶段使用,在完整构建完成之前向用户显示中间视觉输出并询问品味方向 - 使中途路线修正成为可能,以便早期发现品味不匹配,而不是在审查中。
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- ▌ Harm Anticipation · wanghaishengProactively identifying failure modes, misuse, and unintended consequences.
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- ▌ Accessible Content · wanghaisheng编写或构建任何面向用户的内容时使用 - 界面副本、标签、错误消息、帮助文本、标题、alt文本、链接文本或表单说明 - 确保内容对每个人都是可读、可导航和有意义的。
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- ▌ Design Debt Tracker · wanghaisheng当批评或审查产生推迟的发现、检查累积的设计妥协或决定在下一次迭代中解决什么时使用。维护设计债务的活登记册 - 小问题、未来迭代笔记和跨项目累积的有意识妥协。
- ▌ Motion Choreography · wanghaisheng设计动画序列、页面过渡、微交互、加载状态或任何传达意义的动作时使用 - 确保动作是有目的的、高性能的,并且对动作敏感的用户是安全的。
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- ▌ Design Retrospective · wanghaishengUse after shipping or completing a design project — structured reflection on what worked, what didn't, what taste decisions landed, and what to carry forward. Feeds learnings back into design-memory so the next project is sharper
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- ▌ Iteration Controller · wanghaisheng用于控制设计迭代的循环 - 决定何时继续迭代、何时停止迭代、如何改进每次迭代、如何评估迭代效果。这是AI工作坊实现无限迭代优化的核心技能。
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- ▌ Psychology UX Design · wanghaisheng将心理学原则(菲茨定律、希克-海曼定律、认知负荷理论、格式塔原则等)系统应用于UI/UX设计,基于人类认知、感知、行为模式反向推导界面布局、交互流程与信息呈现。
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- ▌ Mobile Game UI Design · wanghaisheng移动端游戏UI设计规范,整合基础设计原则与心理学应用,适用于卡牌、策略、RPG等类型游戏。提升操作效率、降低认知负荷、增强沉浸感。
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- ▌ Synthetic User Testing · wanghaisheng在修复轮次后验证设计,以每个用户画像的身份遍历关键任务 - 模拟低视力、非母语者、运动障碍等用户画像如何实际体验界面。捕获代码审查遗漏的问题。
- ▌ Workshop Orchestration · wanghaisheng用于编排AI设计工作坊的流程 - 定义工作坊阶段、角色切换时机、并行执行策略、决策点和停止条件。这是AI工作坊的核心编排技能。
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- ▌ Combination Engineering · wanghaisheng用于组合多个设计方案 - 基于多个现有设计方案,组合它们的优点,生成新的综合方案。这是AI工作坊从多个探索方向中提取最佳元素的核心技能。
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- ▌ Multimodal Orchestration · wanghaishengCoordinating text, image, voice, and tool-use modalities in a single interaction.
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