@jarrodmedrano/claude-skills 1.0.2 → 1.0.4

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  1. package/.claude/skills/bevy/SKILL.md +406 -0
  2. package/.claude/skills/bevy/references/bevy_specific_tips.md +385 -0
  3. package/.claude/skills/bevy/references/common_pitfalls.md +217 -0
  4. package/.claude/skills/bevy/references/ecs_patterns.md +277 -0
  5. package/.claude/skills/bevy/references/project_structure.md +116 -0
  6. package/.claude/skills/bevy/references/ui_development.md +147 -0
  7. package/.claude/skills/domain-driven-design/SKILL.md +459 -0
  8. package/.claude/skills/domain-driven-design/references/ddd_foundations_and_patterns.md +664 -0
  9. package/.claude/skills/domain-driven-design/references/rich_hickey_principles.md +406 -0
  10. package/.claude/skills/domain-driven-design/references/visualization_examples.md +790 -0
  11. package/.claude/skills/domain-driven-design/references/wlaschin_patterns.md +639 -0
  12. package/.claude/skills/game-design-theory/SKILL.md +102 -0
  13. package/.claude/skills/game-design-theory/design-principles.md +308 -0
  14. package/.claude/skills/game-design-theory/gameplay-elements.md +213 -0
  15. package/.claude/skills/game-design-theory/player-psychology.md +175 -0
  16. package/.claude/skills/game-design-theory/playtesting.md +321 -0
  17. package/.claude/skills/game-design-theory/storytelling.md +219 -0
  18. package/.claude/skills/game-feel/SKILL.md +305 -0
  19. package/.claude/skills/game-feel/references/adsr-tuning.md +271 -0
  20. package/.claude/skills/game-feel/references/classic-profiles.md +279 -0
  21. package/.claude/skills/game-feel/references/perception-thresholds.md +160 -0
  22. package/.claude/skills/game-feel/references/polish-effects.md +246 -0
  23. package/.claude/skills/game-feel/references/simulation-recipes.md +306 -0
  24. package/.claude/skills/game-feel/references/six-metrics.md +239 -0
  25. package/.claude/skills/godot/SKILL.md +728 -0
  26. package/.claude/skills/godot/assets/templates/attribute_template.gd +109 -0
  27. package/.claude/skills/godot/assets/templates/component_template.gd +76 -0
  28. package/.claude/skills/godot/assets/templates/interaction_template.gd +108 -0
  29. package/.claude/skills/godot/assets/templates/item_resource.tres +11 -0
  30. package/.claude/skills/godot/assets/templates/spell_resource.tres +20 -0
  31. package/.claude/skills/godot/references/architecture-patterns.md +608 -0
  32. package/.claude/skills/godot/references/common-pitfalls.md +518 -0
  33. package/.claude/skills/godot/references/file-formats.md +491 -0
  34. package/.claude/skills/godot/references/godot4-physics-api.md +302 -0
  35. package/.claude/skills/godot/scripts/validate_tres.py +145 -0
  36. package/.claude/skills/godot/scripts/validate_tscn.py +170 -0
  37. package/.claude/skills/level-design/SKILL.md +249 -0
  38. package/.claude/skills/level-design/anticipatory-play.md +223 -0
  39. package/.claude/skills/level-design/hiding-linearity.md +181 -0
  40. package/.claude/skills/level-design/indie-practices.md +286 -0
  41. package/.claude/skills/level-design/open-world-planning.md +294 -0
  42. package/.claude/skills/level-design/play-personas.md +240 -0
  43. package/.claude/skills/level-design/procedural-handmade.md +271 -0
  44. package/.claude/skills/level-design/themed-environments.md +264 -0
  45. package/.claude/skills/react-three-fiber/SKILL.md +2055 -0
  46. package/.claude/skills/react-three-fiber/scripts/build-scene.ts +171 -0
  47. package/package.json +3 -1
  48. package/scripts/install.js +16 -1
  49. package/templates/github-actions/README.md +36 -0
  50. /package/.claude/{commands/design-review → agents}/design-review-agent.md +0 -0
  51. /package/.claude/{commands/code-review → agents}/pragmatic-code-review-subagent.md +0 -0
  52. /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review-custom.yml +0 -0
  53. /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review.yml +0 -0
  54. /package/{.claude/commands/security-review → templates/github-actions}/security.yml +0 -0
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+ # Play-Personas for Player-Centered Level Design
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+
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+ Based on Chapter 13: "Play-Personas" by Alessandro Canossa (Northeastern University).
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+
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+ ## Core Concept
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+
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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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+
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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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+ ---
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+
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+ ## Why Play-Personas?
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+
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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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+
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+ **Solution:** Group low-level actions into high-level behaviors.
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+
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+ ### High-Level Behaviors Example (Pac-Man)
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+
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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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+
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+ Three binary high-level behaviors = 8 personas (2³)
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+
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+ ---
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+
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+ ## The Two Modes
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+
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+ ### Play-Persona as Metaphor (A Priori)
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+ **Before** the game exists or is playable:
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+ - Hypothesize how players will behave
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+ - Design levels to accommodate target behaviors
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+ - Select which personas to design for
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+
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+ ### Play-Persona as Lens (A Posteriori)
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+ **After** players can be observed:
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+ - Validate hypotheses with telemetry
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+ - Discover unexpected behavioral clusters
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+ - Evaluate if design supports intended personas
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+
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+ ---
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+
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+ ## The Six-Step Process
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+
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+ ### Step 1: Gameplay Analysis
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+ List all low-level mechanics, then abstract into high-level behaviors.
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+
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+ **Example: Left 4 Dead**
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+
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+ Low-level mechanics:
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+ - Primary attack (ranged)
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+ - Secondary attack (melee)
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+ - Crouch-shooting
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+ - Jump, reload, run
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+ - Use items (flashlight, medkit, pills, Molotov, pipe bomb)
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+ - Change weapons
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+
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+ Abstracted to high-level behaviors:
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+ - Aggressive vs Defensive playstyle
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+ - Team-oriented vs Solo
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+ - Resource-conserving vs Resource-spending
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+ - Leading vs Following
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+
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+ ### Step 2: Create Permutation Matrix
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+
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+ Plot all combinations of high-level behaviors:
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+
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+ | Profile | Aggressive? | Team? | Resource? |
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+ |---------|-------------|-------|-----------|
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+ | 1 | Yes | Yes | Conserving |
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+ | 2 | Yes | Yes | Spending |
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+ | 3 | Yes | No | Conserving |
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+ | 4 | Yes | No | Spending |
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+ | 5 | No | Yes | Conserving |
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+ | 6 | No | Yes | Spending |
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+ | 7 | No | No | Conserving |
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+ | 8 | No | No | Spending |
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+
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+ ### Step 3: Select the Cast
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+ Choose 2-3 personas that:
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+ - Align with design vision
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+ - Represent meaningfully different experiences
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+ - Are achievable given level constraints
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+
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+ **Don't design for all personas.** A fraidy-cat persona doesn't belong in late-game difficulty.
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+
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+ ### Step 4: Associate Affordances with Behaviors
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+
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+ Build a thesaurus linking:
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+
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+ **Ludic affordances** (what players can do):
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+ - Combat opportunities
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+ - Resource locations
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+ - Risk/reward placements
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+
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+ **Aesthetic affordances** (what players perceive):
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+ - Color coding
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+ - Architectural cues
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+ - Sound design
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+ - Lighting
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+
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+ **Example associations:**
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+ - Bonus items near danger = rewards aggressive personas
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+ - Safe routes with fewer rewards = supports cautious personas
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+ - Team-required obstacles = enforces cooperative play
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+
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+ ### Step 5: Orchestrate Throughout Level
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+
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+ Modulate which personas are viable at different points:
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+ - Early game: Multiple personas viable
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+ - Challenge sections: Specific personas rewarded
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+ - Recovery sections: Safe personas viable again
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+
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+ **The designer controls** which behavioral profiles are available at any given time.
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+
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+ ### Step 6: Validate with Telemetry
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+
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+ After playtesting, analyze:
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+ - Do players cluster into expected personas?
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+ - Did unexpected personas emerge?
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+ - Are intended persona pathways actually used?
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+
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+ ---
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+
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+ ## Example: Pac-Man Personas
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+
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+ ### The Matrix
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+ | # | Center/Periphery | Pill Timing | Path Style |
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+ |---|------------------|-------------|------------|
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+ | 1 | Center | Early | Linear |
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+ | 2 | Center | Early | Broken |
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+ | 3 | Center | Late | Linear |
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+ | 4 | Center | Late | Broken |
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+ | 5 | Periphery | Early | Linear |
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+ | 6 | Periphery | Early | Broken |
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+ | 7 | Periphery | Late | Linear |
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+ | 8 | Periphery | Late | Broken |
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+
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+ ### Named Personas
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+
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+ **Fraidy Cat** (Profile 5):
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+ - Periphery dweller
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+ - Eats pills early (security)
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+ - Linear path (predictable)
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+ - Avoids ghosts at all costs
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+
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+ **Risk Taker** (Profile 4):
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+ - Center dweller
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+ - Delays pills (maximizes points)
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+ - Broken path (responsive)
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+ - Embraces ghost proximity
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+
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+ ### Designing for Both
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+
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+ **For Fraidy Cat:**
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+ - Safe peripheral routes
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+ - Pills accessible from edges
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+ - Escape paths from center
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+
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+ **For Risk Taker:**
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+ - Bonus items in center
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+ - Delayed rewards for pill timing
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+ - Complex navigation challenges
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+
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+ ---
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+
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+ ## From Cooper's Personas
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+
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+ Traditional HCI personas (Alan Cooper) describe:
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+ - Demographics
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+ - Goals and motivations
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+ - Behaviors and attitudes
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+ - Fictional narrative details
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+
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+ ### Play-Personas Differ
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+
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+ | Traditional | Play-Persona |
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+ |-------------|--------------|
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+ | Narrative description | Parametric model |
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+ | Static profile | Dynamic behavior pattern |
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+ | Pre-design only | Pre and post-design |
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+ | Qualitative | Quantifiable |
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+
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+ ---
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+
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+ ## Practical Applications
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+
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+ ### During Design
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+ 1. Identify core mechanics
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+ 2. Abstract to high-level behaviors
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+ 3. Generate persona matrix
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+ 4. Select target personas
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+ 5. Design affordances supporting those personas
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+ 6. Orchestrate persona viability through level
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+
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+ ### During Testing
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+ 1. Instrument telemetry for high-level behaviors
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+ 2. Cluster player data
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+ 3. Compare to expected personas
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+ 4. Identify gaps between design intent and actual play
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+
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+ ### Communication Tool
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+ Personas provide shared language:
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+ - "This section is designed for Risk Takers"
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+ - "We need a Fraidy Cat path through here"
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+ - "The telemetry shows most players are Profile 3"
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+
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+ ---
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+
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+ ## Benefits
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+
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+ 1. **Avoid self-referential design** — Designers aren't the target players
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+ 2. **Enable diversity** — Design for multiple valid playstyles
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+ 3. **Focus effort** — Can't please everyone; pick meaningful personas
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+ 4. **Validate intent** — Telemetry confirms or refutes hypotheses
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+ 5. **Communicate clearly** — Shared vocabulary for team discussions
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+
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+ ---
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+
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+ ## Limitations
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+
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+ 1. **Subjectivity** — Different designers derive different high-level behaviors
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+ 2. **Combinatorial explosion** — Many behaviors = many personas
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+ 3. **Selection bias** — Choosing which personas to design for shapes experience
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+ 4. **Telemetry requirements** — Validation requires instrumentation
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+
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+ ---
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+
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+ ## Key Insight
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+
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+ > "Play-personas represent means to imply metaphorically players during the design phase and also serve as lenses to evaluate finished levels."
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+
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+ The same framework works for planning AND evaluation—connect design intent to measurable player behavior.
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+ # Procedural and Handmade Level Design Integration
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+
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+ Based on Chapter 11: "Integrating Procedural and Handmade Level Design" by Mark R. Johnson.
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+
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+ ## The Two Approaches
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+
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+ ### Procedural Content Generation (PCG)
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+ Algorithmic creation of game content: levels, items, enemies, stories.
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+
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+ **Strengths:**
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+ - Massive replay value
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+ - Reduced development time per unit content
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+ - Surprise even for developers
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+ - Adaptive difficulty potential
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+
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+ **Weaknesses:**
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+ - Can feel same-y across generations
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+ - Difficult to guarantee specific experiences
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+ - Narrative hard to generate
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+ - Quality floors vary
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+
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+ ### Handmade Content
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+ Designer-crafted levels and experiences.
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+
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+ **Strengths:**
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+ - Precise control over experience
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+ - Guaranteed quality
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+ - Narrative coherence
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+ - Specific memorable moments
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+
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+ **Weaknesses:**
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+ - Time-intensive
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+ - Limited replay value
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+ - Players eventually memorize content
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+ - Scaling difficult
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+
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+ ---
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+
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+ ## Why Integrate?
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+
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+ Neither approach alone serves all needs. Integration strategies leverage strengths of both.
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+
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+ ### What PCG Struggles With
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+ - Coherent multi-step narratives
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+ - Meaningful puzzle design
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+ - Guaranteed dramatic moments
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+ - Consistent thematic experience
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+
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+ ### What Handmade Adds
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+ - Narrative anchors
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+ - Quality guarantees
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+ - Specific gameplay challenges
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+ - Memorable set pieces
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+
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+ ---
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+
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+ ## Two Integration Models
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+
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+ ### Vertical Integration
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+ A handmade thread runs *through* procedural content.
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+
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+ **Characteristics:**
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+ - Linear progression of handmade elements
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+ - Procedural content surrounds the thread
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+ - Players encounter handmade content in sequence
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+ - Thread spans significant portion of game
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+
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+ **Best for:**
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+ - Narrative sequences
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+ - Multi-step puzzles
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+ - Quest chains
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+ - Story progression
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+
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+ **Examples:**
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+ - FTL: Quest nodes distributed through procedural star map
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+ - Spelunky: Secret item chain requiring precise sequence
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+
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+ ### Horizontal Integration
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+ Procedural and handmade content are *interchangeable* in the same slot.
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+
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+ **Characteristics:**
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+ - Either type can appear in any given location
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+ - Modular substitution
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+ - No linear progression requirement
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+ - Same slot, different fill
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+
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+ **Best for:**
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+ - Room-by-room variety
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+ - Guaranteed gameplay instances
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+ - Quality floors
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+ - Encounter variation
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+
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+ **Examples:**
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+ - Dungeon Crawl Stone Soup: Vaults among procedural rooms
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+ - Ultima Ratio Regum: Handmade variants mixed with procedural
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+
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+ ---
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+
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+ ## Case Study: FTL (Vertical)
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+
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+ ### Structure
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+ - Nodes on a star map
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+ - Most nodes procedural
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+ - Some nodes are quest-specific (handmade)
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+ - Quest nodes appear in sequence across sectors
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+
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+ ### Integration
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+ - Procedural: Combat encounters, shops, empty space
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+ - Handmade: Multi-part quests, story events, special encounters
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+
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+ ### Player Experience
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+ - Procedural nodes provide variety
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+ - Quest nodes provide narrative progression
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+ - Players choose path but hit quest nodes as they progress
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+
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+ ---
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+
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+ ## Case Study: Dungeon Crawl Stone Soup (Horizontal)
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+
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+ ### Structure
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+ - Procedurally generated dungeon floors
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+ - "Vaults" are handmade rooms/areas
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+ - Vaults appear among procedural content
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+
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+ ### Integration
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+ - Procedural: Standard dungeon rooms, corridors
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+ - Handmade: Vaults with curated enemy/loot combinations
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+
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+ ### Visibility
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+ DCSS makes the difference **obvious**:
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+ - Vaults visually distinct
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+ - Players recognize human design
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+ - Creates risk/reward choice ("explore vault?")
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+
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+ ### Purpose
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+ - Visual variety
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+ - Gameplay pacing
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+ - Optional challenge/reward
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+
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+ ---
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+
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+ ## Case Study: Spelunky (Vertical)
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+
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+ ### Structure
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+ - Procedurally generated platformer levels
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+ - Hidden secret sequence spans entire game
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+ - Specific items must be collected in order
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+
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+ ### The Secret Chain
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+ 1. Find key + chest in Mines → get Udjat Eye
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+ 2. Udjat Eye reveals Black Market → get Ankh
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+ 3. Die with Ankh near Moai → get Hedjet
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+ 4. Kill Anubis → get Scepter
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+ 5. Use Scepter in Temple → access City of Gold
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+ 6. Get Book of Dead → reveals Hell entrance
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+
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+ ### Integration
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+ - Procedural: Level geometry, enemy placement, item locations
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+ - Handmade: The sequence itself, specific item interactions
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+
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+ ### Player Experience
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+ - Most players never see the secret
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+ - Skilled players work toward it
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+ - Each step is procedurally placed but handmade in design
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+
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+ ---
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+
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+ ## Case Study: Ultima Ratio Regum (Horizontal, Hidden)
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+
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+ ### Philosophy
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+ Blur the line between procedural and handmade so players can't tell which is which.
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+
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+ ### Implementation
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+ - Most systems can output procedural OR handmade content
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+ - Same slot might get generated altar or preset altar
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+ - Player cannot distinguish source
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+
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+ ### Goals
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+ 1. Handmade might be perceived as procedural (quality validation)
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+ 2. Procedural perceived as handmade (quality achievement)
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+ 3. Guaranteed interesting content without telegraphing it
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+
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+ ### Example: Buildings
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+ - Cathedrals: Highly procedural (few constraints, sprawling)
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+ - Mansions: More handmade (many required rooms, specific layouts)
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+ - Constraint level determines procedural/handmade ratio
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+
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+ ---
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+
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+ ## Key Design Questions
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+
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+ ### Should Players Know?
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+
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+ **Make it obvious (DCSS approach):**
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+ - Visual variety
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+ - Risk/reward signaling
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+ - Gameplay pacing tool
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+ - Player can choose engagement level
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+
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+ **Hide it (URR approach):**
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+ - Seamless experience
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+ - Quality perception uniform
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+ - No "content type" metagaming
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+ - Procedural must meet handmade quality bar
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+
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+ ### What Should Be Handmade?
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+
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+ **Vertical model uses handmade for:**
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+ - Narrative threads
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+ - Puzzle sequences
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+ - Story progression
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+
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+ **Horizontal model uses handmade for:**
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+ - Quality guarantees
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+ - Specific gameplay moments
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+ - Variety injection
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+
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+ ---
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+
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+ ## Practical Considerations
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+
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+ ### Procedural Constraints
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+ The more constraints on generation, the more similar outputs become.
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+
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+ **High constraints = handmade-like results**
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+ - May need to shift toward handmade
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+ - Example: Mansions require many rooms → layouts converge
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+
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+ **Low constraints = high variety**
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+ - Procedural works well
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+ - Example: Cathedrals with few requirements → high variety
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+
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+ ### Development Timeline
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+ - Procedural systems: High upfront cost, low marginal cost
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+ - Handmade content: Linear cost per unit
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+ - Integration requires both investments
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+
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+ ### Testing Considerations
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+ - Procedural needs testing across many generations
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+ - Handmade needs testing of specific content
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+ - Integration needs testing of transitions/interactions
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+
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+ ---
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+
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+ ## Future Directions
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+
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+ ### What's Hard to Generate
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+ - Multi-node narratives
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+ - Complex puzzles
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+ - Coherent story progression
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+
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+ These remain primarily handmade.
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+
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+ ### What's Improving
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+ - Room-level generation
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+ - Enemy placement
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+ - Loot distribution
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+ - Environmental variety
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+
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+ Integration will likely expand as generation quality improves.
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+
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+ ---
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+
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+ ## Summary
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+
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+ 1. **Neither pure approach is sufficient** — Integration leverages both
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+ 2. **Vertical integration** — Handmade thread through procedural space (narrative, quests)
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+ 3. **Horizontal integration** — Interchangeable modules (rooms, encounters)
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+ 4. **Visibility is a design choice** — Obvious vs hidden integration serves different goals
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+ 5. **Constraints determine ratio** — More constraints → more handmade needed
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+ 6. **Quality bars matter** — Procedural must meet handmade standards for hidden integration