experience-design
Engagement loop design, pacing frameworks, the Experience Triangle (mechanics + dynamics + aesthetics), emotion layering across a session, and evaluating whether choices feel meaningful. Use when designing the core loop, structuring an emotional arc across 5-30 min sessions, debugging 'feels flat' or 'feels samey' play, evaluating whether decisions matter, planning peaks and valleys of intensity, or when playtesters describe sessions as 'fine but forgettable.' Sits one level above game-design (mechanic-level) and one below game-vision (north-star-level).
What this skill does
# Experience Design
**Purpose:** Tools for designing, diagnosing, and improving the player *experience* — not the feature set. Games are systems that generate experiences; this skill helps you build better generators.
**Influences:** Frameworks here draw on experience engineering theory, cognitive engagement research, and systematic game balance methodology.
---
## When to Activate
Use this skill when:
- Designing or evaluating a core gameplay loop
- Something "works" mechanically but doesn't feel engaging
- Planning the emotional arc of a level, session, or campaign
- Evaluating whether a mechanic creates meaningful choices
- A feature is technically complete but players aren't having fun
- Deciding what to cut vs. what to keep
---
## Core Framework: The Experience Triangle
Every moment of gameplay is the product of three forces:
```
Mechanics
(what players do)
/ \
/ \
/ \
Fiction ——— Feedback
(what it means) (what players perceive)
```
- **Mechanics** — The systems and rules. What inputs are available? What outcomes are possible?
- **Fiction** — The narrative and thematic wrapper. What does this action *mean* in the game world?
- **Feedback** — What the player sees, hears, and feels in response. How does the system communicate?
**Diagnostic:** When something feels wrong, identify which vertex is weak:
| Symptom | Weak Vertex | Fix Direction |
|---------|-------------|---------------|
| "I don't know what to do" | Mechanics (unclear rules) | Simplify options, add tutorials |
| "I don't care" | Fiction (no meaning) | Connect to stakes, add narrative weight |
| "Did that work?" | Feedback (no response) | Add visual/audio/haptic confirmation |
| "It's boring" | Mechanics + Fiction gap | Close the gap — make actions feel consequential |
| "It's confusing" | All three misaligned | Strip back and realign around one clear experience |
---
## The Engagement Loop
Every game runs on loops. The tightest one is the core engagement loop:
```
Action → Feedback → Evaluation → Decision → Action ...
```
1. **Action** — Player does something (the mechanic)
2. **Feedback** — System responds (perceivable, timely, proportional)
3. **Evaluation** — Player assesses the outcome (cognitive processing)
4. **Decision** — Player chooses what to do next (meaningful choice)
### Loop Health Check
- [ ] Can a player complete the loop in < 10 seconds? (Core loop should be fast)
- [ ] Is the feedback immediate and perceivable?
- [ ] Does evaluation involve genuine uncertainty? (If outcome is always obvious, the loop is dead)
- [ ] Does the decision feel like a real choice? (Not "one right answer")
- [ ] Does the loop build toward a larger loop? (Session loop, progression loop)
### Nested Loop Structure
```
Core loop: move → shoot → evaluate → reposition (seconds)
Session loop: mission → rewards → loadout → next mission (minutes)
Meta loop: campaign → unlock → new content → campaign (hours/days)
```
Each loop should be satisfying on its own while feeding into the next.
---
## Emotion Layering
The best moments layer multiple emotions simultaneously. Design for this:
1. **Name the primary emotion** — not "fun" (too vague), but *mastery satisfaction*, *discovery delight*, *social triumph*, *creative pride*
2. **Add a contrasting undercurrent** — tension + anticipation, relief + pride, curiosity + apprehension
3. **Use fiction to bridge them** — narrative context turns mechanical outcomes into emotional ones
4. **Leave room for emergence** — don't over-specify; let the system surprise
**Anti-pattern:** Designing for "fun." Fun is an umbrella over dozens of specific emotions that require different design approaches.
---
## The Elegance Test
For any mechanic or feature, evaluate:
```
Elegance = Emotional Payoff / (Player Attention Cost + Development Cost)
```
| Factor | Question |
|--------|----------|
| **Emotional payoff** | What does the player feel? How intensely? How often? |
| **Attention cost** | How much must the player learn, remember, and track? |
| **Development cost** | How much effort to build, tune, and maintain? |
- **High elegance:** Simple to learn, cheap to build, produces rich emotional variety
- **Low elegance:** Complex to understand, expensive to build, produces tepid engagement
**Decision rule:** If a feature scores low on elegance, either simplify it or cut it. Complexity is a budget — spend it on what matters.
---
## Meaningful Choice Evaluation
A choice is meaningful when:
1. **The player understands the options** (clarity)
2. **The options have different consequences** (differentiation)
3. **The consequences matter** (stakes)
4. **No option is obviously best** (tension)
5. **The player has enough information to reason but not to solve** (uncertainty)
### Choice Diagnostic
| Question | If "No" |
|----------|---------|
| Can the player understand what each option does? | Clarity problem — simplify or explain |
| Do the options lead to genuinely different outcomes? | False choice — collapse or differentiate |
| Does the outcome affect something the player cares about? | Stakes problem — raise consequences |
| Is there a dominant option? | Balance problem — see **game-balance** |
| Is the outcome fully predictable? | Determinism problem — add uncertainty or hidden information |
---
## Pacing
Pacing is cognitive load management across time.
### The Tension Curve
```
Intensity
| /\ /\ /\
| / \ /\ / \/ \
| / \/ \/ \___
| /
| /
+---------------------------→ Time
Intro Rising Climax Rest
```
**Principles:**
- **Peaks need valleys.** High-intensity moments are meaningless without contrast
- **Valleys are active.** Rest periods aren't empty — they're exploration, narrative, planning, customization
- **Escalate across sessions.** Each session's peak should be slightly higher than the last
- **Respect encoding time.** After introducing a new mechanic or concept, give the player space to practice before adding more
### Pacing Checklist
- [ ] Does the first 5 minutes teach through *doing*, not *reading*?
- [ ] Is there a clear rhythm of tension and release?
- [ ] After each new concept, is there practice time before the next one?
- [ ] Do difficulty spikes coincide with new tools/abilities (not just harder enemies)?
- [ ] Is there a moment of "earned rest" after each major challenge?
---
## "Why Isn't This Fun?" Diagnostic
When a mechanic works correctly but doesn't engage, run through in order:
1. **Is the core loop running?** (Action → Feedback → Evaluation → Decision)
- If any step is broken, fix that first
2. **Is there a meaningful choice?** Run the Choice Diagnostic above
3. **Check the Experience Triangle** — which vertex is weak?
4. **Check pacing** — is this moment in a valley that's gone on too long? Or a peak with no buildup?
5. **Check elegance** — is the attention cost too high for the payoff?
6. **Check emotion targets** — what *specific* emotion should this produce? Is the mechanic actually capable of producing it?
7. **Check context** — is the fiction supporting or undermining the mechanic?
**If all seven check out and it still isn't fun:** The mechanic may simply not be interesting. Consider cutting it and redirecting the complexity budget elsewhere.
---
## Narrative Integration
Three approaches to narrative, each with different design implications:
| Mode | Control | Replayability | Design Challenge |
|------|---------|---------------|------------------|
| **Scripted** | High (author-controlled) | Low | Don't let narrative contradict mechanics |
| **Environmental** | Medium (player-discovered) | Medium | Reward exploration without requiring it |
| **Emergent** | Low (system-generated) | High | Build systems that produce story-worthy events |
**The dissonance test:** If the story says one thing and the mechanics reward another, players will follow the mechaRelated in Design
contribute
IncludedLocal-only OSS contribution command center. Auto-refreshes the user's in-flight PR and issue state on invoke so conversations start with full context — no need to brief Claude on what's in flight. Helps the user find issues to contribute to on GitHub, builds per-repo dossiers of what each upstream expects (CLA, DCO, branch convention, AI policy, draft-first, review bots, issue templates), runs deterministic gates before any external action so AI-assisted contributions don't reach maintainers as slop. State is markdown-only: candidate files at ~/.contribute-system/candidates/, repo dossiers at ~/.contribute-system/research/, append-only event log at ~/.contribute-system/log.jsonl. No database, no cloud calls. Use when the user asks about their PRs / issues / contributions, wants to find new work to take on, claim an issue, build/refresh a repo's dossier, or draft a Design Issue or PR. Trigger with "/contribute", "what's my PR status", "find a contribution", "claim issue X", "draft a Design Issue for Y", "refresh dossier for Z".
architectural-analysis
IncludedUser-triggered deep architectural analysis of a codebase or scoped subtree across eight modes — information architecture, data flow, integration points, UI surfaces, interaction patterns, data model, control flow, and failure modes. This skill should be used when the user asks to "diagram this codebase," "map the architecture," "show the data flow," "give me an ERD," "trace control flow," "find the integration points," "verify the layout pattern," "audit the UX architecture," or any similar request whose primary deliverable is mermaid diagrams plus cited reports under docs/architecture/. Dispatches haiku/sonnet sub-agents in parallel for per-mode exploration, then verifies every citation mechanically before any node lands in a diagram. Not for one-off prose explanations of code (use code-explanation) or for high-level system design from scratch (use system-design).
mcp
IncludedModel Context Protocol (MCP) server development and tool management. Languages: Python, TypeScript. Capabilities: build MCP servers, integrate external APIs, discover/execute MCP tools, manage multi-server configs, design agent-centric tools. Actions: create, build, integrate, discover, execute, configure MCP servers/tools. Keywords: MCP, Model Context Protocol, MCP server, MCP tool, stdio transport, SSE transport, tool discovery, resource provider, prompt template, external API integration, Gemini CLI MCP, Claude MCP, agent tools, tool execution, server config. Use when: building MCP servers, integrating external APIs as MCP tools, discovering available MCP tools, executing MCP capabilities, configuring multi-server setups, designing tools for AI agents.
react-native-skia
IncludedDesign, build, debug, and optimise high-polish animated graphics in React Native or Expo using @shopify/react-native-skia, Reanimated, and Gesture Handler. Use when the user wants canvas-driven UI, shaders, paths, rich text, image filters, sprite fields, Skottie, video frames, snapshots, web CanvasKit setup, or performance tuning for custom motion-heavy elements such as loaders, hero art, cards, charts, progress indicators, particle systems, or gesture-driven surfaces. Also use when the user asks for fluid, glow, glass, blob, parallax, 60fps/120fps, or GPU-friendly animated effects in React Native, even if they do not explicitly say "Skia". Do not use for ordinary form/layout work with standard views.
plaid
IncludedProduct Led AI Development — guides founders from idea to launched product. Six capabilities: Idea (discover a product idea), Validate (pressure-test the idea against fatal flaws, problem reality, competition, and 2-week MVP feasibility), Plan (vision intake + document generation), Design (translate image references into a design.md spec), Launch (go-to-market strategy), and Build (roadmap execution). Use when someone says "PLAID", "plaid idea", "help me find an idea", "product idea", "idea from my business", "idea from my expertise", "plaid validate", "validate my idea", "pressure-test", "is this idea good", "find fatal flaws", "validate the problem", "plan a product", "define my vision", "generate a PRD", "product strategy", "plaid design", "design from image", "translate image to design", "create design.md", "extract design tokens", "plaid launch", "go-to-market", "launch plan", "GTM strategy", "launch playbook", "plaid build", "build the app", "start building", or "execute the roadmap".
nextjs-framer-motion-animations
IncludedAdds production-safe Motion for React or Framer Motion animations to Next.js apps, including reveal, hover and tap micro-interactions, whileInView, stagger, AnimatePresence, layout and layoutId transitions, reorder, scroll-linked UI, and lightweight route-content transitions. Use when the user asks to add, refactor, or debug Motion or Framer Motion in App Router or Pages Router codebases, especially around server/client boundaries, reduced motion, LazyMotion, bundle size, hydration, or route transitions. Avoid for GSAP-style timelines, WebGL or 3D scenes, heavy scroll storytelling, or CSS-only effects unless Motion is explicitly requested.