stanestane/game-design-skills-bundle/game-design-goal-framing

Claude Code and agent skill by stanestane/game-design-skills-bundle

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Turn 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.

Install

npx vskill@latest install stanestane/game-design-skills-bundle/game-design-goal-framing

SKILL.md

Game Design Goal Framing

Define what the feature is actually for.

Use this skill to sharpen a game design idea into a clear goal statement. The aim is to prevent fuzzy concepts, circular design discussion, and features that exist without a real reason. Keep the framing practical and explicit.

Read references/family-conventions.md when you need the shared conventions for this GROW-derived skill family.

What to produce

Generate:

  1. Goal statement - what the feature is meant to achieve
  2. Purpose - why it should exist
  3. Fit - how it connects to the rest of the game
  4. Success criteria - player-facing and KPI-facing signals
  5. Constraints - quality, scope, time, and resource limits

Process

1. Clarify purpose

Ask:

  • what problem does this solve
  • what player behavior should change
  • what player need or business need it serves
2. Check game fit

Ask:

  • how it connects to existing loops and systems
  • what player expectations it should meet
  • what it must not break or dilute
3. Define success

Use a SMART-style lens:

  • Specific - clear feature vision
  • Measurable - success signals or KPIs
  • Attainable - feasible with current constraints
  • Relevant - connected to strategy and player value
  • Time-boxed - aligned to a release or milestone
4. Write the framed goal

Use a compact format such as:

Goal statement We want to [player or business outcome] by introducing or changing [feature or system], measured by [signals], within [timeframe].

Response structure

Goal Statement
  • ...
Purpose
  • ...
Fit with the Game
  • ...
Success Criteria
  • ...
Constraints
  • ...

Fast mode

  • What is this feature for?
  • How should it help the player or the game?
  • What would success look like?
  • What constraints matter most?

Working principle

A feature without a clear goal is just a vague wish wearing design clothes.


<!-- license-footer --> Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

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