@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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+ # Themed Level Environments
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+
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+ Based on Chapter 5: "Hell, Hyboria, and Disneyland" by Scott Rogers.
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+
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+ ## The Evolution of Themed Levels
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+
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+ Themed video game levels are environments designed to a particular subject matter, bringing together: character, location, story, enemies, mechanics, hazards, art, events, and music.
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+
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+ > "These themed levels are the playgrounds of our dreams."
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+
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+ ---
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+
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+ ## The Ten Classic Tropes
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+
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+ ### 1. Outer Space
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+ **Origin:** Spacewar! (1961) and the black CRT screen
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+
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+ **Why it works:**
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+ - Black screens naturally suggest space
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+ - Vector-drawn stars look great on CRTs
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+ - Simple geometric ships (no animation needed)
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+ - Physics-based gameplay natural
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+ - Infinite bounds make sense
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+
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+ **Modern usage:** Star Fox, Geometry Wars, space stations
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+
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+ ---
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+
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+ ### 2. Fire and Ice
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+ **Origin:** Dragon's Lair (1983) for fire; Ghost 'N Goblins (1984) for ice
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+
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+ **Why they work:**
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+ - Killing with fire = collision box + art overlay (cheap to implement)
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+ - Low-friction surfaces = physics tweak
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+ - Perfect timing puzzles (break player rhythm)
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+ - Wide array of thematic enemies
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+ - Strong color palette (red/blue) for visual distinction
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+
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+ **Design advantages:**
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+ - Fire: Lava pits, flame jets, fire-breathing enemies
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+ - Ice: Slippery surfaces, icicle hazards, yetis, hypothermia
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+
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+ ---
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+
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+ ### 3. Dungeon/Cavern/Tomb
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+ **Origin:** Colossal Cave Adventure (1976), Rogue (1980)
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+
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+ **Why it works:**
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+ - Tileable wall textures (memory efficient)
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+ - Traps without explanation needed
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+ - Treasure without justification needed
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+ - Easily repeatable art assets
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+ - Expected danger creates tension
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+
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+ **Modern usage:** Every RPG ever, roguelikes, action-adventures
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+
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+ ---
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+
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+ ### 4. Factory
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+ **Origin:** Donkey Kong (1981), Modern Times (1936 film influence)
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+
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+ **Why it works:**
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+ - Moving obstacle courses
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+ - Easily combined and repurposed hazards
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+ - Scalable difficulty through speed/complexity
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+ - Mechanics adaptable to any setting
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+
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+ **Factory mechanics in non-factories:**
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+ - Moving platforms (tombs, space stations)
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+ - Conveyer belts (any industrial setting)
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+ - Turning gears (clockwork, machinery)
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+
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+ **Modern usage:** Super Mario Galaxy, Little Big Planet
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+
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+ ---
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+
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+ ### 5. Jungle
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+ **Origin:** Pitfall! (1982)
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+
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+ **Creation story:**
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+ > "I drew a stick figure... put him on a path... Where is the path? Let's put it in a jungle. Why is he running? [draw treasures, enemies]" — David Crane
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+
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+ **Why it works:**
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+ - Flexibility of dungeons without dull colors
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+ - Exotic traps (quicksand, pits)
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+ - Exotic creatures (crocodiles, snakes, scorpions)
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+ - Colorful outdoor environment
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+ - Fluid movement (vines, branches, logs)
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+
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+ **Mechanics:** Swinging vines, tree platforms, rivers with moving logs
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+
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+ **Modern usage:** Crysis, Uncharted
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+
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+ ---
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+
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+ ### 6. Spooky
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+ **Origin:** Haunted House (1972 electromechanical), Ghost 'N Goblins (1984)
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+
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+ **Why it works:**
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+ - Perfect for mood and story
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+ - Most adaptable trope
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+ - Combines easily with any other theme
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+
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+ **Spooky combinations:**
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+ - Space + Spooky = Derelict spacecraft
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+ - Fire + Spooky = Hell
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+ - Urban + Spooky = Haunted city
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+
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+ **The survival horror genre:** Sweet Home (1989) → Resident Evil, Silent Hill
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+
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+ ---
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+
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+ ### 7. Pirate
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+ **Origin:** Pirates of the Caribbean (Disneyland attraction, 1967)
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+
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+ **Why it works:**
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+ - High-action gameplay ready
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+ - Melee combat natural
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+ - Treasure = clear rewards
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+ - Ships = interesting level geometry
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+ - Always pairs well with spooky (skeleton pirates)
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+
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+ **Genre spread:** Simulation (Sid Meier's Pirates), platformer (Hook), action (Black Kat), puzzle (Zack & Wiki)
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+
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+ ---
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+
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+ ### 8. Gritty Urban
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+ **Origin:** Double Dragon (1987), influenced by Streets of Fire (1984)
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+
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+ **Why it works:**
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+ - Real-world familiarity
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+ - Players understand context immediately
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+ - Modern stand-in for dungeon exploration
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+ - Can be improved or destroyed by player
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+
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+ **The gangster game genre:** GTA, Saints Row
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+ - Sandbox worlds modeled on real cities
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+ - Player choice: improve or destroy
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+
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+ ---
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+
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+ ### 9. Space Station
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+ **Origin:** Major Havoc (1983)
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+
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+ **Why it works:**
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+ - Sci-fi dungeon equivalent
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+ - Tech-based mechanics (force fields, airlocks)
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+ - Alien/robot enemies expected
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+ - Spectacular visual effects possible
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+
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+ **Influence:** Aliens (1986 film) → System Shock, Halo, Dead Space
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+
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+ ---
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+
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+ ### 10. Sewer
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+ **Origin:** Mario Bros. (1983)
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+
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+ **Creation:** Miyamoto was told his character looked more like a plumber than a carpenter. He put Mario in "a crab/turtle/firefly-infested sewer."
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+
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+ **Why it works:**
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+ - Modern dungeon stand-in
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+ - Deadly hazards (rats, alligators, toxic water)
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+ - Factory mechanics (fans, platforms)
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+ - Pipes provide entrance/exit points
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+
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+ **Modern usage:** Metal Gear Solid, Oblivion, Left 4 Dead
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+
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+ ---
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+
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+ ## The Mexican Pizza Technique
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+
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+ **Definition:** Combine two different tropes to create something fresh.
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+
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+ **Origin story:**
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+ > "In 2001, Taco Bell introduced the Mexican pizza... Growing up in San Diego, I knew what Mexican food was and... what pizza was. But what the heck was a Mexican pizza?"
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+
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+ ### Examples
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+
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+ | Combination | Result |
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+ |-------------|--------|
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+ | Fire + Graveyard | Maximo: Ghosts to Glory |
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+ | Jungle + Urban | The Last of Us, Enslaved |
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+ | Pirate + Zombie | Plants vs. Zombies 2 |
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+ | Space + Sewer | Aliens-style vent crawling |
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+ | Medieval + Hell | Dante's Inferno |
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+
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+ ### Why It Works
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+ - Players recognize familiar elements
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+ - Combination creates novelty
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+ - Mechanics from both themes available
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+ - Visual distinctiveness
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+
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+ ---
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+
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+ ## The Disneyland Influence
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+
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+ ### Themed Lands Concept
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+ Walt Disney's park design philosophy:
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+ > "I don't want the public to see the real world they live in while they're in the park. I want them to feel like they are in another world."
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+
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+ ### Dark Ride Design
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+ Pirates of the Caribbean, Haunted Mansion:
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+ - Temperature-controlled environments
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+ - Vehicles directing view
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+ - Audio-animatronics synchronized to tracks
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+ - Complete immersion in artificial worlds
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+
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+ ### Application to Games
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+ - Complete thematic consistency
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+ - Every element supports the theme
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+ - Transitions between areas managed carefully
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+ - Player as "guest" experiencing designed journey
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+
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+ ---
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+
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+ ## The Hyboria Model
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+
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+ Robert E. Howard's Conan world: Ancient civilizations packed into a compact continent.
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+
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+ **Design advantages:**
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+ - Travel time compressed
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+ - Any culture accessible
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+ - Themed regions with distinct identities
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+
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+ **D&D Influence:** Dungeons & Dragons adopted themed worlds → influenced video games → Gauntlet, Everquest, World of Warcraft
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+
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+ ---
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+
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+ ## Boss Enemies and Themed Levels
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+
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+ ### The Megaman Pattern
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+ Boss enemies' lairs match their appearances:
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+ - Fire Man lives in volcanic furnace
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+ - Ice Man lives in frigid lair
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+ - Bubble Man lives underwater
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+
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+ ### Design Synergy
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+ - Boss inspires level theme
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+ - Level theme supports boss mechanics
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+ - Player expectations set by environment
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+ - Thematic consistency reinforces both
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+
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+ ---
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+
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+ ## Building Believable Worlds
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+
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+ ### Sustaining Disbelief
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+ > "An important part about building a fantasy world is sustaining disbelief. Some of the best games... have one thing in common; you feel like the world was there despite you."
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+
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+ ### World-Building Questions
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+ - Why does this environment exist?
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+ - Who built/shaped it?
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+ - What happened here before the player arrived?
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+ - What would happen if the player never came?
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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. **Classic tropes exist for practical reasons** — Technical advantages, clear mechanics
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+ 2. **Combine tropes for freshness** — Mexican Pizza technique
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+ 3. **Disneyland model** — Complete thematic immersion
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+ 4. **Boss/level synergy** — Environment and enemy reinforce each other
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+ 5. **World consistency** — Environment should feel like it exists independent of player