game-design-unknown-unknowns-prototyping
De la autor
Detect unknown unknowns in game design and decide what to prototype before committing to production. Use when a feature concept feels promising but underdefined, when the team disagrees about the real design problem, when a mechanic seems interesting but the source of interest is unclear, when a concept risks premature production commitment, or when the team needs to determine what should be prototyped, in what order, and why.
Instalare
npx skills add Stanestane/game-design-skills-bundle --skill game-design-unknown-unknowns-prototyping -a claude-code
Se instalează în .claude/skills/game-design-unknown-unknowns-prototyping/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
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De ce 75
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Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- game-design-prototype-intent-auditStanestane/game-design-skills-bundleAudit a game feature, system concept, prototype plan, or preproduction proposal to determine whether the prototype is meant to sell the idea or reveal unknowns, and whether the prototype scope matches that intent. Use when teams are unclear about why they are prototyping, when a prototype risks becoming a demo in disguise, or when precious prototype time may be spent proving known strengths instead of testing real uncertainties.Design★ 86
- game-design-goal-framingStanestane/game-design-skills-bundleTurn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cannot explain why something should exist, when success is unclear, or when a concept needs a stronger goal before ideation, evaluation, or prototyping.Design★ 86
- unknowns-discoverysecondsky/claude-skillsDiscover and reduce task unknowns — blindspots, missing context, and unknown unknowns — before committing to a plan, implementation, review, or merge.Planificare★ 236
- discoveryavelikiy/great_ctoStructured pre-design questioning to surface hidden constraints before any architecture decision is locked in. Forces the architect/auditor/reviewer to enumerate what they DON'T know before proposing.Design★ 105
- solution-designthiientv/godmodeExplores ambiguous product or engineering intent before implementation, clarifies users, constraints, alternatives, risks, and acceptance criteria, and turns the result into an approved design direction. Use for a new feature, subsystem, creative UI, architecture change, or unclear request. Not for an already-scoped bug fix, an existing implementation plan, or a narrow code review.Design★ 99
- product-designOutlineDriven/outline-driven-developmentUse when deciding what an interface should do before UI is built or audited: consequences, action scope, reachable states, naming, and accessibility. Not for visual implementation: use prototype.Design★ 54
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