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Game Development Audit Skills

A collection of 11 Claude Code skills for auditing and reviewing game designs and game codebases. Each skill targets a specific design dimension — from emotional impact to input feel — and produces structured findings with actionable recommendations.

Built for the Claude Code .claude/skills/ system. Drop them into any game project and invoke them by name or let the Game Design Director route your request to the right combination.

Skills

Skill What it audits
game-design-director Orchestrator. Routes broad requests to the right specialist skills, sequences multi-lens audits, and merges findings into one report. Start here for full reviews.
emotion-engine-audit Whether mechanics produce feelings players care about. Traces the chain from rules to play events to emotional response. Foundation lens — run first when the problem is vague.
elegance-audit Whether mechanics earn their complexity. Interaction matrices, cut candidates, degenerate strategies, and exploit surfaces in code.
skill-curve-audit Difficulty, learning curves, failure states. Hunts softlocks, failure traps, missing resource floors, and checkpoint bugs.
decision-flow-audit Whether decisions are interesting or just present. Information balance, cognitive load over time, randomness placement, AI readability.
reward-psychology-audit Progression, loot, retention loops. Includes a mandatory ethics check for manipulative patterns (streak punishment, FOMO timers, purchase-adjacent variable-ratio schedules).
game-narrative-tools Story structure, dialogue systems, environmental storytelling, emergent narrative, and LLM-driven narration with constraint auditing.
game-interface-audit HUD clarity, input latency, control feel, player guidance, notification stacking, and accessibility hooks.
game-feel-audit The feedback layer: screenshake, hitstop, camera feel, impact particles, audio layering, permanence. Adapted from Jan Willem Nijman's "The Art of Screenshake" talk.
multiplayer-dynamics-audit PvP/co-op strategic depth, counter structures, grief surfaces, goal alignment, matchmaking, and information leaks to clients.
playtest-protocol Development process: what to test next, dependency stacking, graybox hygiene, feedback interpretation, and iteration friction in the repo.

Nine of the specialist skills adapt concepts from Tynan Sylvester's Designing Games (O'Reilly, 2013). The game-feel-audit adapts Jan Willem Nijman's "The Art of Screenshake" (Vlambeer, 2013). Neither source's text is reproduced; ideas are rewritten in original language.

Installation

Copy the skills/ folder into your project's .claude/skills/ directory:

your-game-project/
  .claude/
    skills/
      game-design-director/
        SKILL.md
      emotion-engine-audit/
        SKILL.md
      elegance-audit/
        SKILL.md
      ...

Or clone the whole repo into .claude/skills/:

cd your-game-project/.claude/skills
git clone https://github.com/Lagunaswift/GameDevelopmentAudit.git

The skills activate automatically in Claude Code when their trigger phrases match your request. See each skill's description field in its YAML frontmatter for the full trigger list.

Usage

Ask Claude Code any game design question and the matching skill activates:

  • "Why is my game boring?" → emotion-engine-audit
  • "Full design audit" → game-design-director (orchestrates multiple lenses)
  • "Players rage quit at level 3" → skill-curve-audit
  • "Add juice to my combat" → game-feel-audit
  • "Is my loot system predatory?" → reward-psychology-audit (with mandatory ethics check)

Each skill has two workflows: design review (for documents and discussions) and repo audit (for codebases, with file paths in findings).

License

MIT

Contributing

See CONTRIBUTING.md.

About

Ten specialist skills audit a game from different angles. This skill decides which to run, in what order, and how to merge their findings into one actionable report .

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