GameDesignOS

repository·main·Indexed 43 days ago

https://github.com/dy-2026/gamedesignos

A local-first operating layer for AI-assisted game design that transforms AI outputs into structured, evidence-linked project assets. It features a Workspace-Aware Integration Model, a three-layer contract system for stability and traceability, and specialized tools like VOI (Value of Information) Decision Gates and Intent Work Orders to manage uncertainty and human-gated decisions.

Tokens
280K
Snippets
405
Records
1K
Agent score
57%

What's inside GameDesignOS

  1. Overview of Game Experience Analyzer Examples

    main

    The game-experience-analyzer examples directory provides reviewable case studies that demonstrate how to use the analyzer to diagnose game design elements. These examples serve as templates for defining source boundaries and analyzing specific gameplay data types (such as video URLs or gameplay recordings) to generate structured reports.

    Key diagnostic capabilities demonstrated in these examples include:

    • Hook/Loop/Link/Surprise diagnosis: Identifying core engagement mechanics.
    • Feature Exposure/Unlock/First-use Ledger: Tracking when and how players encounter new content.
    • UI Density Review: Analyzing the complexity and placement of user interface elements.
    • Evidence Indexing: Mapping findings to specific timestamps or occurrences in the source material.
  2. Overview of the 5 core GameDesignOS Skills

    main

    The project provides five foundational skills categorized by their role in the game design workflow. These skills allow users to move from a single idea to a verified design through a structured agent workflow.

    LayerSkillPurpose
    Design Productiongame-concept-architectTransforms a one-sentence game idea into a verifiable design blueprint.
    Design Productiongame-experience-analyzerConverts screenshots, recordings, PVs, or video links into evidence-based design diagnoses.
    Workflow Governanceparanoia-ai-system-evolverManages the controlled evolution of prompts, workflows, schemas, and evaluations.
    Knowledge Assetsgame-design-book-translatorTranslates English game design literature into professional Chinese design text.
    Knowledge Assetsgame-design-source-curatorCurates articles, videos, authors, and websites into a long-term knowledge base.
  3. Overview of Game Design Source Curator

    main

    The Game Design Source Curator is an installable skill within the GameDesignOS ecosystem. It is designed to transform external game design content—such as articles, videos, creator profiles, columns, and websites—into durable, local knowledge-base assets.

    Key capabilities include:

    • Source Profiling: Building detailed profiles for authors, websites, and public accounts.
    • Evidence-Based Review: Evaluating content (postmortems, methods, etc.) using scoring and evidence gates.
    • Local Ingestion: Moving accepted items into a local docs/ directory.
    • Asset Management: Maintaining incremental updates, deduplication, catalogs, registries, and update histories.
    • Experimentation: Generating practical design experiment cards based on accepted sources.
  4. Overview of Game Design Book Translator

    main
    The Game Design Book Translator is a specialized tool within the GameDesignOS ecosystem designed to translate, refine, structure, and proofread English-language materials related to game design, development, Game Studies, systems design, math/numerical design, and UX/design theory. Its primary goal is to produce high-quality Chinese outputs suitable for game designers, developers, producers, and researchers.
  5. Overview of Game Design Book Translator

    main

    The Game Design Book Translator is an installable skill within the GameDesignOS ecosystem. It is designed to translate, refine, and proofread materials related to game design, game development, Game Studies, system design, and UX/design theory into professional-grade Simplified Chinese.

    Core Capabilities

    • Short Excerpts: Provides direct natural Chinese translations, including terminology explanations when necessary.
    • Single Chapters/Long Articles: Standardizes core terminology before translating the main text, figure captions, tables, and key sentences.
    • Full Books/PDFs/OCR: Generates a structured package including a README.md, source_manifest.md, 00-术语表.md (Glossary), chapter-by-chapter Markdown files, and an assets/ directory.
    • Existing Chinese Drafts: Performs terminology unification, removes "translationese" (English-style phrasing), adds missing figure captions, and provides proofreading records.
    • Public Distribution: Includes a safety check for source, authorization, and citation ratios; it does not automatically generate full-text translations intended for public release.
  6. Overview of GameDesignOS Product Evolution

    main

    GameDesignOS is an evolving system designed to manage game design workflows through various stages of maturity. The product roadmap follows these key milestones:

    • v0.8.0 (MVP): Defines the initial minimum viable product boundaries.
    • v0.9.0 (Local Runtime Prototype): Introduces an executable local runtime boundary and command set.
    • v1.0.0 (Project-Ready Workspace): Transitions to a workspace capable of supporting full projects.
    • v1.1.0 (RJR-AI Residual Judgment Right): Introduces RJR-AI authority/judgment rights.
    • v1.2.0 (Intent Worksheets & Workflow Governance): Implements intent-based work orders and governance for workflows.
    • v1.3 (Candidate: Portable Runtime & Optional UL Control Layer): Exploring portable runtimes and User Layer (UL) control.
    • v1.4 (Candidate: MCP Local Read-Only Boundary): Exploring stdio-first local boundaries and read-only Application Services via MCP (Model Context Protocol).
  7. Overview of game-experience-density-optimizer

    main

    The game-experience-density-optimizer (Experience Density / ED) is an experiment compiler designed to transform subjective game experience issues (e.g., "boring mid-game," "bad feedback," "low demo completion") into actionable, one-week experiment packages.

    Unlike general retention generators, it diagnoses whether players are in the optimal stimulation window and uses five specific design levers to propose changes that are measurable, deployable, and reversible. It is intended for game designers, producers, data analysts, and AI agents working with existing prototypes, demos, or live services.

  8. Overview of Game Experience Analyzer

    main

    The game-experience-analyzer is an agent skill / Markdown skill package designed for professional game diagnosis. Instead of providing generic impressions, it converts game media (screenshots, recordings, trailers, store pages, etc.) into traceable evidence and actionable diagnostic reports.

    Core Workflow: Input media $\rightarrow$ Sample Scope Gate $\rightarrow$ Evidence Index $\rightarrow$ Diagnosis Pack $\rightarrow$ Mode router $\rightarrow$ Actionable report.

    It is designed for game designers, producers, publishers, and researchers who need to move from subjective feelings (

  9. What is the Paranoia AI System Evolver skill?

    main

    The paranoia-ai-system-evolver is a controlled system evolution skill within GameDesignOS. Its primary purpose is to upgrade AI work orders from simple instruction sets into high-fidelity Intent Work Orders.

    It manages the evolution of prompts, memory, RAG, tool routing, workflows, schemas, evals, and skills. It uses several specialized protocols to prevent common AI failures such as 'FOMO research' (excessive information gathering), AI branch explosion, and high-structure/low-value output.

    Key components include:

    • WOOP harness protocol: Defines goals, acceptance criteria, failure modes, and if-then recovery protocols.
    • Intent Work Order: Declares the intended reality change, stakeholders, non-negotiables, and AI autonomy boundaries.
    • VOI (Value of Information) Decision Gate: Determines if new information is worth the cost of acquisition.
    • RJR-AI Authorization Gate: Defines the boundaries of authority between AI, Workflows, Evals, automation, and humans.
    • UL (Uncertainty Ladder): Controls the dosage of unknown variables and complexity introduced in each iteration (levels UL-L0 to UL-L5).
    • Orient-first OODA: Prioritizes refreshing the mental map based on reality feedback over raw reaction speed.
  10. Navigate the Public Repository Layout

    main

    The repository is organized to separate editable truth from executable runtime and generated outputs:

    SurfaceCanonical pathsResponsibility
    Runtime packagegamedesignos/Deterministic CLI, routing, workspace lifecycle, gates, graphs, validation, and packaging.
    Application queriesgamedesignos/application/Read-only status, routing, health, next-action, Gate preview, graph, inspection, and validation services.
    Specialist skillsgame-* or paranoia-* directoriesIndependently installable expert workflows with their own metadata and evals.
    Editable contractscontracts/Canonical schemas and the router.yaml.
    Workspace templatesruntime/workspace-template-v1/The current Project-Ready v1 template.
    Public proofexamples/, docs/showcases/Evidence demonstrating bounded behavior without exposing private projects.
    Integrationadapters/, assets/Host-agent integration guidance and visual material.
  11. Use game-design-proposal-writer to generate game design documents

    main

    The game-design-proposal-writer skill transforms research, creative ideas, player promises, experience diagnostics, validation plans, and production constraints into actionable decision documents. Unlike standard GDD generators, its goal is to condense upstream materials into reviewable, executable, and verifiable documents such as commercial proposals, indie design dossiers, or publisher pitches.

    Core Principles

    • Determine the document audience before deciding on chapters.
    • Consolidate existing evidence before adding assumptions.
    • Prioritize player promises and core loops over system lists.
    • Implement scope gates before writing production plans.
    • Every proposal must include a Decision Request and Investment Conditions.
    Use $game-design-proposal-writer, [your instructions here]
  12. Project Structure of Game Experience Analyzer

    main

    The game-experience-analyzer package is organized into several functional directories:

    • agents/: Contains agent configurations (e.g., openai.yaml).
    • evals/: Contains evaluation datasets (evals.json), negative test cases, and scoring rubrics (rubric.yaml).
    • examples/: Provides sample reports and usage guides.
    • references/: Contains core logic definitions, including analysis mode routers, diagnosis packs, evidence taxonomies, and specific workflow definitions (e.g., video-analysis-workflow.zh-CN.md).
    • templates/: Contains input schemas (analysis-input.json), output report templates (experience-report.md, issue-card.md), and JSON schemas for structured data (structured-output.schema.json).