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cccskills

「systems-design」の検索結果

10 件 ・ 関連度順

概要と使いどころ

Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

Orchestrate the level team — level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester — for complete area creation.

日本語の概要は準備中です。原文の説明を表示しています。

Donchitos/Claude-Code-Game-Studios2.6万2026年10月8日 更新

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

日本語の概要は準備中です。原文の説明を表示しています。

striderZA/OpenCodeGameStudios912026年10月7日 更新

Designing the household as an operating system. Covers room-function mapping, work-triangle analysis, storage topology, utility flow, and the Richards/Beecher lineage that treats the home as an engineered environment rather than a stage set. Use when planning a new kitchen, reorganizing a room, diagnosing friction in a daily routine, or teaching a learner to see the house as a system with inputs, flows, and outputs.

日本語の概要は準備中です。原文の説明を表示しています。

Tibsfox/gsd-skill-creator702026年7月20日 更新

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when building games or interactive software in Godot 4 with C# — designing scenes and nodes, writing gameplay code, handling input, physics, animation, UI, rendering, save systems, performance work, WebSocket-based multiplayer, or exporting to platforms. Triggers on "Godot", "GDScript", "C# Godot", "scene tree", Godot node types (Node2D, Node3D, Control, CharacterBody), "_Process", "_PhysicsProcess", "signal", "autoload", "RPC", "WebSocketMultiplayerPeer", "shader", "export preset", or any Godot 4 project files. For game design see game-systems-designer; for balance see game-balancer; for game-specific intake see game-design-shaper.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

LazyIsEfficient/agentic-os172026年7月17日 更新

Apply Conway's homomorphism principle to multi-agent system design, recognizing that agent coordination structure predetermines system architecture and capability.

日本語の概要は準備中です。原文の説明を表示しています。

curiositech/windags-skills132026年10月1日 更新

Apply Conway's homomorphism principle to multi-agent system design, recognizing that agent coordination structure predetermines system architecture and capability.

日本語の概要は準備中です。原文の説明を表示しています。

curiositech/port-daddy22026年10月8日 更新