@jarrodmedrano/claude-skills 1.0.1 → 1.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude/skills/game-design-theory/SKILL.md +102 -0
- package/.claude/skills/game-design-theory/design-principles.md +308 -0
- package/.claude/skills/game-design-theory/gameplay-elements.md +213 -0
- package/.claude/skills/game-design-theory/player-psychology.md +175 -0
- package/.claude/skills/game-design-theory/playtesting.md +321 -0
- package/.claude/skills/game-design-theory/storytelling.md +219 -0
- package/.claude/skills/game-feel/SKILL.md +305 -0
- package/.claude/skills/game-feel/references/adsr-tuning.md +271 -0
- package/.claude/skills/game-feel/references/classic-profiles.md +279 -0
- package/.claude/skills/game-feel/references/perception-thresholds.md +160 -0
- package/.claude/skills/game-feel/references/polish-effects.md +246 -0
- package/.claude/skills/game-feel/references/simulation-recipes.md +306 -0
- package/.claude/skills/game-feel/references/six-metrics.md +239 -0
- package/.claude/skills/level-design/SKILL.md +249 -0
- package/.claude/skills/level-design/anticipatory-play.md +223 -0
- package/.claude/skills/level-design/hiding-linearity.md +181 -0
- package/.claude/skills/level-design/indie-practices.md +286 -0
- package/.claude/skills/level-design/open-world-planning.md +294 -0
- package/.claude/skills/level-design/play-personas.md +240 -0
- package/.claude/skills/level-design/procedural-handmade.md +271 -0
- package/.claude/skills/level-design/themed-environments.md +264 -0
- package/README.md +9 -1
- package/package.json +3 -1
- package/scripts/install.js +16 -1
- package/templates/github-actions/README.md +36 -0
- /package/.claude/{commands/design-review → agents}/design-review-agent.md +0 -0
- /package/.claude/{commands/code-review → agents}/pragmatic-code-review-subagent.md +0 -0
- /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review-custom.yml +0 -0
- /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review.yml +0 -0
- /package/{.claude/commands/security-review → templates/github-actions}/security.yml +0 -0
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# Open-World Level Design Planning
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Based on Chapter 12: "Level Design Planning for Open-World Games" by Joel Burgess (Bethesda Game Studios).
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## The Three Elements
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Open-world planning requires three living documents that evolve throughout development:
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1. **The World Map** — Spatial visualization
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2. **The Master List** — High-level data tracking (Excel)
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3. **The Directory** — Per-location details (Wiki)
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---
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## Element 1: The World Map
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### Purpose
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The map is the most vital piece of design documentation. It instantly communicates setting, scale, regions, and anchor locations.
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### Key Questions
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- Where does the game take place? (real vs fictional)
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- What subregions exist within the map?
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- What is the scale and density?
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- What major geographical features exist?
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- What natural boundaries can you leverage?
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### Working with Real-World Locations
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**Advantages:**
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- Pre-existing history and culture
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- Geography already makes sense
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- Reference material abundant
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**Challenges:**
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- 100% accuracy rarely equals good gameplay
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- Must balance authenticity with playability
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- Need to understand *essence*, not just details
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**Fallout Approach:**
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Get relative positions and surroundings correct for landmarks. Highlight evocative elements. Omit less useful details.
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### Subregions
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Create variety within the larger world:
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- Different biomes
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- Different cultures
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- Different moods
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**Skyrim's Seasonal Subregions:**
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- The Rift: perpetual autumn
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- Haafinagar: bleak winter
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- Falkreath: eternal spring
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No actual seasons simulated—each region *is* a season.
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### Transitions Between Subregions
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- Leave ample room to blend
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- Use geographical features (cliffs, rivers) for sharper transitions
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- Water boundaries make rapid shifts more believable
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### Orienting Features
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Include landmarks visible from anywhere:
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- **Skyrim**: High Hrothgar at center
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- **Fallout 4**: Boston skyline (Mass Fusion building's distinctive crown)
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Two-point orientation systems work well (financial district + Trinity Tower).
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### Boundaries
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**Natural boundaries (preferred):**
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- Water (oceans, lakes, rivers)
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- Cliffs
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- Dense forests/marshes
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- Mountains
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**Artificial boundaries (avoid when possible):**
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- Invisible walls with "You cannot go that way"
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- Fences that should be climbable
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- Any barrier that draws attention
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**Making Boundaries Work:**
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- GTAV: Swim out far enough and sharks eat you
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- Ark: Exhaustion + marine enemies before invisible wall
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- Buffer of "boring space" before hard boundary
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---
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## Element 2: The Master List
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### Purpose
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A spreadsheet tracking every location with filterable, sortable data. Best tool for high-level analysis.
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### Basic Columns
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| Name | X | Y | Designer | Quest | Footprint |
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|------|---|---|----------|-------|-----------|
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| Diamond City | 5 | -6 | Jane | MQ101 | Lg |
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| Sanctuary | -2 | 4 | Bob | MQ001 | Md |
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### Coordinate System
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Use units that match your game engine. Bethesda uses "cells" consistently across games.
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### Plotting the Map
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Create a scatter graph in Excel:
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1. X/Y data from location columns
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2. Set axis bounds to match map proportions
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3. Use map image as plot background
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4. Plot points overlay on map
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Now you can visualize location distribution automatically.
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### Footprint Radii
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Track location sizes (Sm/Md/Lg) and visualize with different marker sizes on the scatter plot.
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**Note:** Footprint ≠ complexity. A tiny exterior might hide a massive underground area.
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### Filter Visualizations
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Add columns for:
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- Encounter type
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- Difficulty
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- Architectural style
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- Quest associations
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- Development status
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Filter columns to see distribution patterns instantly.
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### Quest Route Visualization
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Plot quest sequences as line series:
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1. Create list of locations in quest order
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2. Add as new data series
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3. Display as connected line
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Instantly see the physical journey players will take.
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---
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## Element 3: The Directory
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### Purpose
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Long-form documentation for individual locations. Where designers track detailed, evolving information.
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### Platform
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Wiki works best (MediaWiki recommended). Collaborative, searchable, categorizable.
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### Per-Location Pages Should Include:
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**Header Data:**
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- Designer assigned
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- Quadrant/coordinates
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- Encounter type
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- Difficulty rating
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- Quest associations
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**Body Sections:**
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- Overview: What is this place?
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- Goals: What experience should it deliver?
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- Walkthrough: How to test/reach it
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- Pass notes: Feedback from each iteration
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- Known issues: Current bugs and workarounds
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- To-do: Designer's personal task list
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### Category Tags
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Enable filtering by:
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- Designer name
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- Development pass status
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- Location type
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- Quest line
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### Naming Convention
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Simple codes: DN004 = Dungeon #4
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Use consistently across master list and directory.
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---
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## POI Density
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### Definition
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The frequency of points of interest in a given area.
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### The Spectrum
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**Sparse (Just Cause):**
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- Long drives between locations
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- Vehicles essential
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- World feels vast and empty (intentionally)
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**Dense (GTA cities):**
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- Compressed real-world distances
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- Something around every corner
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- Theme park feel
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**Non-uniform (Fallout 4, Skyrim):**
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- Urban cores dense
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- Rural areas sparse
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- Small pockets of density for towns
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### Consider Travel Method
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- On foot: higher density needed
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- Vehicle: can afford sparser distribution
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- Fast travel: density matters less for return visits
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---
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## Anchor Locations
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Locations you know must exist early:
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- Story-critical places
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- Real-world landmarks (if applicable)
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- Major navigation features
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- Key narrative beats
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Plot these first. Other locations fill around them.
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### Wish List Locations
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Ideas you'd like to include but aren't critical:
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- Minor landmarks
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- Novel encounter concepts
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- Infrastructure (power stations, farms)
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- World-building details
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Build wish list to roughly equal target location count.
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---
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## Iterative Development Passes
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### Pass Zero: Pitch
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- Complete master list exists
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- Directory template established
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- No technical requirements
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- Each location assigned to a designer
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### Pass One: Layout
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- Basic environment art in place
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- "Graybox" equivalent with modular kits
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- Spatial relationships established
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### Pass Two: Gameplay
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- Core gameplay systems available
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- Enemy placement and encounters
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- First draft of pacing and challenge
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### Pass Three: Content Complete
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- All content present (if rough)
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- "Ship with shame" milestone
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- Everything playable end-to-end
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### Art Pass
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- Lighting, atmospherics, clutter
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- Visual polish
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- Collaboration between designers and artists
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### Pass Four+: Polish
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- Bug fixes
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- Balance tuning
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- Additional passes for problem areas or promising locations
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---
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## Practical Wisdom
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### Documentation Lifecycle
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> "We ship games, not documents."
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Keep documentation useful but don't over-maintain. Let documents go fallow once they've served their purpose.
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### Metrics and Scheduling
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- Base estimates on average/below-average designers
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- Plan for worst case
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- Leave emergency time
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> "No plan survives first contact with the enemy."
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### Pride of Ownership
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Try to keep designers with their locations throughout development. Ownership motivates.
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### Map as Communication
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The map unifies team perception. Print large versions. Reference constantly. It's your shared mental model.
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---
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## Summary
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1. **Map first** — Establishes shared vision
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2. **Master list** — Tracks and visualizes high-level data
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3. **Directory** — Captures per-location detail
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4. **Iterate** — Plan for multiple passes
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5. **Density matters** — Defines exploration feel
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6. **Natural boundaries** — Beat artificial walls
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7. **Anchor then fill** — Critical locations first, then expand
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# Play-Personas for Player-Centered Level Design
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Based on Chapter 13: "Play-Personas" by Alessandro Canossa (Northeastern University).
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## Core Concept
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Play-personas are **patterns of preferential interaction and navigation attitudes** that help designers:
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1. Pre-figure player behavior before implementation (metaphor)
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2. Evaluate actual player behavior after release (lens)
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> "Level designers are designing spaces for players to act. Games must be played to fully exist."
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---
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## Why Play-Personas?
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### The Problem of Scale
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In a simple Pac-Man maze, there are 24 decision points with 2 choices each = 16,777,216 possible low-level behaviors.
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**Solution:** Group low-level actions into high-level behaviors.
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### High-Level Behaviors Example (Pac-Man)
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| Low-Level | High-Level Behavior |
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|-----------|---------------------|
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| Move up/down/left/right | Center vs Periphery dwelling |
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| Eat pills timing | Early vs Late pill eating |
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| Direction changes | Linear vs Broken path |
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Three binary high-level behaviors = 8 personas (2³)
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---
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## The Two Modes
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### Play-Persona as Metaphor (A Priori)
|
|
37
|
+
**Before** the game exists or is playable:
|
|
38
|
+
- Hypothesize how players will behave
|
|
39
|
+
- Design levels to accommodate target behaviors
|
|
40
|
+
- Select which personas to design for
|
|
41
|
+
|
|
42
|
+
### Play-Persona as Lens (A Posteriori)
|
|
43
|
+
**After** players can be observed:
|
|
44
|
+
- Validate hypotheses with telemetry
|
|
45
|
+
- Discover unexpected behavioral clusters
|
|
46
|
+
- Evaluate if design supports intended personas
|
|
47
|
+
|
|
48
|
+
---
|
|
49
|
+
|
|
50
|
+
## The Six-Step Process
|
|
51
|
+
|
|
52
|
+
### Step 1: Gameplay Analysis
|
|
53
|
+
List all low-level mechanics, then abstract into high-level behaviors.
|
|
54
|
+
|
|
55
|
+
**Example: Left 4 Dead**
|
|
56
|
+
|
|
57
|
+
Low-level mechanics:
|
|
58
|
+
- Primary attack (ranged)
|
|
59
|
+
- Secondary attack (melee)
|
|
60
|
+
- Crouch-shooting
|
|
61
|
+
- Jump, reload, run
|
|
62
|
+
- Use items (flashlight, medkit, pills, Molotov, pipe bomb)
|
|
63
|
+
- Change weapons
|
|
64
|
+
|
|
65
|
+
Abstracted to high-level behaviors:
|
|
66
|
+
- Aggressive vs Defensive playstyle
|
|
67
|
+
- Team-oriented vs Solo
|
|
68
|
+
- Resource-conserving vs Resource-spending
|
|
69
|
+
- Leading vs Following
|
|
70
|
+
|
|
71
|
+
### Step 2: Create Permutation Matrix
|
|
72
|
+
|
|
73
|
+
Plot all combinations of high-level behaviors:
|
|
74
|
+
|
|
75
|
+
| Profile | Aggressive? | Team? | Resource? |
|
|
76
|
+
|---------|-------------|-------|-----------|
|
|
77
|
+
| 1 | Yes | Yes | Conserving |
|
|
78
|
+
| 2 | Yes | Yes | Spending |
|
|
79
|
+
| 3 | Yes | No | Conserving |
|
|
80
|
+
| 4 | Yes | No | Spending |
|
|
81
|
+
| 5 | No | Yes | Conserving |
|
|
82
|
+
| 6 | No | Yes | Spending |
|
|
83
|
+
| 7 | No | No | Conserving |
|
|
84
|
+
| 8 | No | No | Spending |
|
|
85
|
+
|
|
86
|
+
### Step 3: Select the Cast
|
|
87
|
+
Choose 2-3 personas that:
|
|
88
|
+
- Align with design vision
|
|
89
|
+
- Represent meaningfully different experiences
|
|
90
|
+
- Are achievable given level constraints
|
|
91
|
+
|
|
92
|
+
**Don't design for all personas.** A fraidy-cat persona doesn't belong in late-game difficulty.
|
|
93
|
+
|
|
94
|
+
### Step 4: Associate Affordances with Behaviors
|
|
95
|
+
|
|
96
|
+
Build a thesaurus linking:
|
|
97
|
+
|
|
98
|
+
**Ludic affordances** (what players can do):
|
|
99
|
+
- Combat opportunities
|
|
100
|
+
- Resource locations
|
|
101
|
+
- Risk/reward placements
|
|
102
|
+
|
|
103
|
+
**Aesthetic affordances** (what players perceive):
|
|
104
|
+
- Color coding
|
|
105
|
+
- Architectural cues
|
|
106
|
+
- Sound design
|
|
107
|
+
- Lighting
|
|
108
|
+
|
|
109
|
+
**Example associations:**
|
|
110
|
+
- Bonus items near danger = rewards aggressive personas
|
|
111
|
+
- Safe routes with fewer rewards = supports cautious personas
|
|
112
|
+
- Team-required obstacles = enforces cooperative play
|
|
113
|
+
|
|
114
|
+
### Step 5: Orchestrate Throughout Level
|
|
115
|
+
|
|
116
|
+
Modulate which personas are viable at different points:
|
|
117
|
+
- Early game: Multiple personas viable
|
|
118
|
+
- Challenge sections: Specific personas rewarded
|
|
119
|
+
- Recovery sections: Safe personas viable again
|
|
120
|
+
|
|
121
|
+
**The designer controls** which behavioral profiles are available at any given time.
|
|
122
|
+
|
|
123
|
+
### Step 6: Validate with Telemetry
|
|
124
|
+
|
|
125
|
+
After playtesting, analyze:
|
|
126
|
+
- Do players cluster into expected personas?
|
|
127
|
+
- Did unexpected personas emerge?
|
|
128
|
+
- Are intended persona pathways actually used?
|
|
129
|
+
|
|
130
|
+
---
|
|
131
|
+
|
|
132
|
+
## Example: Pac-Man Personas
|
|
133
|
+
|
|
134
|
+
### The Matrix
|
|
135
|
+
| # | Center/Periphery | Pill Timing | Path Style |
|
|
136
|
+
|---|------------------|-------------|------------|
|
|
137
|
+
| 1 | Center | Early | Linear |
|
|
138
|
+
| 2 | Center | Early | Broken |
|
|
139
|
+
| 3 | Center | Late | Linear |
|
|
140
|
+
| 4 | Center | Late | Broken |
|
|
141
|
+
| 5 | Periphery | Early | Linear |
|
|
142
|
+
| 6 | Periphery | Early | Broken |
|
|
143
|
+
| 7 | Periphery | Late | Linear |
|
|
144
|
+
| 8 | Periphery | Late | Broken |
|
|
145
|
+
|
|
146
|
+
### Named Personas
|
|
147
|
+
|
|
148
|
+
**Fraidy Cat** (Profile 5):
|
|
149
|
+
- Periphery dweller
|
|
150
|
+
- Eats pills early (security)
|
|
151
|
+
- Linear path (predictable)
|
|
152
|
+
- Avoids ghosts at all costs
|
|
153
|
+
|
|
154
|
+
**Risk Taker** (Profile 4):
|
|
155
|
+
- Center dweller
|
|
156
|
+
- Delays pills (maximizes points)
|
|
157
|
+
- Broken path (responsive)
|
|
158
|
+
- Embraces ghost proximity
|
|
159
|
+
|
|
160
|
+
### Designing for Both
|
|
161
|
+
|
|
162
|
+
**For Fraidy Cat:**
|
|
163
|
+
- Safe peripheral routes
|
|
164
|
+
- Pills accessible from edges
|
|
165
|
+
- Escape paths from center
|
|
166
|
+
|
|
167
|
+
**For Risk Taker:**
|
|
168
|
+
- Bonus items in center
|
|
169
|
+
- Delayed rewards for pill timing
|
|
170
|
+
- Complex navigation challenges
|
|
171
|
+
|
|
172
|
+
---
|
|
173
|
+
|
|
174
|
+
## From Cooper's Personas
|
|
175
|
+
|
|
176
|
+
Traditional HCI personas (Alan Cooper) describe:
|
|
177
|
+
- Demographics
|
|
178
|
+
- Goals and motivations
|
|
179
|
+
- Behaviors and attitudes
|
|
180
|
+
- Fictional narrative details
|
|
181
|
+
|
|
182
|
+
### Play-Personas Differ
|
|
183
|
+
|
|
184
|
+
| Traditional | Play-Persona |
|
|
185
|
+
|-------------|--------------|
|
|
186
|
+
| Narrative description | Parametric model |
|
|
187
|
+
| Static profile | Dynamic behavior pattern |
|
|
188
|
+
| Pre-design only | Pre and post-design |
|
|
189
|
+
| Qualitative | Quantifiable |
|
|
190
|
+
|
|
191
|
+
---
|
|
192
|
+
|
|
193
|
+
## Practical Applications
|
|
194
|
+
|
|
195
|
+
### During Design
|
|
196
|
+
1. Identify core mechanics
|
|
197
|
+
2. Abstract to high-level behaviors
|
|
198
|
+
3. Generate persona matrix
|
|
199
|
+
4. Select target personas
|
|
200
|
+
5. Design affordances supporting those personas
|
|
201
|
+
6. Orchestrate persona viability through level
|
|
202
|
+
|
|
203
|
+
### During Testing
|
|
204
|
+
1. Instrument telemetry for high-level behaviors
|
|
205
|
+
2. Cluster player data
|
|
206
|
+
3. Compare to expected personas
|
|
207
|
+
4. Identify gaps between design intent and actual play
|
|
208
|
+
|
|
209
|
+
### Communication Tool
|
|
210
|
+
Personas provide shared language:
|
|
211
|
+
- "This section is designed for Risk Takers"
|
|
212
|
+
- "We need a Fraidy Cat path through here"
|
|
213
|
+
- "The telemetry shows most players are Profile 3"
|
|
214
|
+
|
|
215
|
+
---
|
|
216
|
+
|
|
217
|
+
## Benefits
|
|
218
|
+
|
|
219
|
+
1. **Avoid self-referential design** — Designers aren't the target players
|
|
220
|
+
2. **Enable diversity** — Design for multiple valid playstyles
|
|
221
|
+
3. **Focus effort** — Can't please everyone; pick meaningful personas
|
|
222
|
+
4. **Validate intent** — Telemetry confirms or refutes hypotheses
|
|
223
|
+
5. **Communicate clearly** — Shared vocabulary for team discussions
|
|
224
|
+
|
|
225
|
+
---
|
|
226
|
+
|
|
227
|
+
## Limitations
|
|
228
|
+
|
|
229
|
+
1. **Subjectivity** — Different designers derive different high-level behaviors
|
|
230
|
+
2. **Combinatorial explosion** — Many behaviors = many personas
|
|
231
|
+
3. **Selection bias** — Choosing which personas to design for shapes experience
|
|
232
|
+
4. **Telemetry requirements** — Validation requires instrumentation
|
|
233
|
+
|
|
234
|
+
---
|
|
235
|
+
|
|
236
|
+
## Key Insight
|
|
237
|
+
|
|
238
|
+
> "Play-personas represent means to imply metaphorically players during the design phase and also serve as lenses to evaluate finished levels."
|
|
239
|
+
|
|
240
|
+
The same framework works for planning AND evaluation—connect design intent to measurable player behavior.
|