claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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  1737. package/skills/xlsx-generator/references/fix.md +37 -0
  1738. package/skills/xlsx-generator/references/format.md +768 -0
  1739. package/skills/xlsx-generator/references/ooxml-cheatsheet.md +231 -0
  1740. package/skills/xlsx-generator/references/read-analyze.md +97 -0
  1741. package/skills/xlsx-generator/references/validate.md +772 -0
  1742. package/skills/xlsx-generator/scripts/formula_check.py +422 -0
  1743. package/skills/xlsx-generator/scripts/libreoffice_recalc.py +248 -0
  1744. package/skills/xlsx-generator/scripts/shared_strings_builder.py +163 -0
  1745. package/skills/xlsx-generator/scripts/style_audit.py +575 -0
  1746. package/skills/xlsx-generator/scripts/xlsx_add_column.py +395 -0
  1747. package/skills/xlsx-generator/scripts/xlsx_insert_row.py +274 -0
  1748. package/skills/xlsx-generator/scripts/xlsx_pack.py +87 -0
  1749. package/skills/xlsx-generator/scripts/xlsx_reader.py +362 -0
  1750. package/skills/xlsx-generator/scripts/xlsx_shift_rows.py +396 -0
  1751. package/skills/xlsx-generator/scripts/xlsx_unpack.py +130 -0
  1752. package/skills/xlsx-generator/templates/minimal_xlsx/[Content_Types].xml +9 -0
  1753. package/skills/xlsx-generator/templates/minimal_xlsx/_rels/.rels +6 -0
  1754. package/skills/xlsx-generator/templates/minimal_xlsx/xl/_rels/workbook.xml.rels +19 -0
  1755. package/skills/xlsx-generator/templates/minimal_xlsx/xl/sharedStrings.xml +33 -0
  1756. package/skills/xlsx-generator/templates/minimal_xlsx/xl/styles.xml +160 -0
  1757. package/skills/xlsx-generator/templates/minimal_xlsx/xl/workbook.xml +30 -0
  1758. package/skills/xlsx-generator/templates/minimal_xlsx/xl/worksheets/sheet1.xml +70 -0
  1759. package/templates/gamedev/architecture-decision-record.md +176 -0
  1760. package/templates/gamedev/art-bible.md +80 -0
  1761. package/templates/gamedev/concept-doc-from-prototype.md +304 -0
  1762. package/templates/gamedev/difficulty-curve.md +330 -0
  1763. package/templates/gamedev/economy-model.md +130 -0
  1764. package/templates/gamedev/faction-design.md +166 -0
  1765. package/templates/gamedev/game-concept.md +316 -0
  1766. package/templates/gamedev/game-design-document.md +219 -0
  1767. package/templates/gamedev/game-pillars.md +313 -0
  1768. package/templates/gamedev/hud-design.md +505 -0
  1769. package/templates/gamedev/level-design-document.md +111 -0
  1770. package/templates/gamedev/narrative-character-sheet.md +111 -0
  1771. package/templates/gamedev/pitch-document.md +140 -0
  1772. package/templates/gamedev/player-journey.md +357 -0
  1773. package/templates/gamedev/project-stage-report.md +199 -0
  1774. package/templates/gamedev/sound-bible.md +130 -0
  1775. package/templates/gamedev/systems-index.md +146 -0
  1776. package/templates/gamedev/technical-design-document.md +96 -0
  1777. package/templates/gamedev/test-evidence.md +86 -0
  1778. package/templates/gamedev/test-plan.md +144 -0
@@ -0,0 +1,111 @@
1
+ # Character: [Name]
2
+
3
+ ## Quick Reference
4
+
5
+ - **Full Name**: [Name]
6
+ - **Role in Story**: [Protagonist / Antagonist / Ally / Mentor / etc.]
7
+ - **Role in Gameplay**: [Playable / NPC / Boss / Merchant / Quest Giver / etc.]
8
+ - **First Appearance**: [Level/Area/Quest]
9
+ - **Status**: [Canon Level: Established / Provisional / Under Review]
10
+
11
+ ## Concept
12
+
13
+ [One paragraph describing who this character is, what they want, and why the
14
+ player should care about them.]
15
+
16
+ ## Appearance
17
+
18
+ [Physical description sufficient for the art team to create concept art.
19
+ Reference the art bible for style constraints.]
20
+
21
+ - **Build**: [Body type, height relative to player]
22
+ - **Distinguishing Features**: [What makes them visually recognizable at a distance]
23
+ - **Color Palette**: [Key colors associated with this character]
24
+ - **Costume/Armor**: [What they wear and why it makes sense for them]
25
+
26
+ ## Personality
27
+
28
+ ### Core Traits
29
+
30
+ - [Trait 1 -- e.g., Loyal to a fault]
31
+ - [Trait 2 -- e.g., Distrusts authority]
32
+ - [Trait 3 -- e.g., Dark sense of humor]
33
+
34
+ ### Voice Profile
35
+
36
+ - **Speech Pattern**: [Formal/casual, verbose/terse, accent/dialect notes]
37
+ - **Vocabulary Level**: [Simple/educated/archaic/technical]
38
+ - **Verbal Tics**: [Any recurring phrases or speech habits]
39
+ - **Tone Reference**: [Reference character from another work, if helpful]
40
+
41
+ ### Emotional Range
42
+
43
+ | Emotion | Trigger | Expression | Example Line |
44
+ |---------|---------|-----------|-------------|
45
+
46
+ ## Motivation and Arc
47
+
48
+ ### Primary Motivation
49
+
50
+ [What does this character want more than anything? This drives every scene.]
51
+
52
+ ### Character Arc
53
+
54
+ | Phase | State | Turning Point |
55
+ |-------|-------|---------------|
56
+ | Introduction | [Who they are when the player meets them] | [What event starts their arc] |
57
+ | Development | [How they change through the middle] | [Key moment of growth/change] |
58
+ | Resolution | [Who they become by the end] | [Final transformative event] |
59
+
60
+ ### Internal Conflict
61
+
62
+ [What contradictory desires or beliefs create internal tension?]
63
+
64
+ ## Relationships
65
+
66
+ | Character | Relationship | Dynamic | Player Can Affect? |
67
+ |-----------|-------------|---------|-------------------|
68
+
69
+ ## Gameplay Function
70
+
71
+ ### What This Character Provides to the Player
72
+
73
+ - [Services: shop, training, quests, etc.]
74
+ - [Information: lore, hints, quest objectives]
75
+ - [Mechanical interactions: buffs, unlocks, gates]
76
+
77
+ ### Encounter Design Notes
78
+
79
+ [If this character is fought as an enemy or boss, include combat design notes
80
+ or reference the relevant combat design document.]
81
+
82
+ ## Dialogue Notes
83
+
84
+ ### Topics This Character Can Discuss
85
+
86
+ - [Topic 1 -- what they know and their perspective]
87
+ - [Topic 2]
88
+
89
+ ### Topics This Character Avoids or Lies About
90
+
91
+ - [Topic -- and why]
92
+
93
+ ### Dialogue State Dependencies
94
+
95
+ [What game states affect this character's dialogue?]
96
+
97
+ | Game State | Dialogue Change |
98
+ |-----------|----------------|
99
+
100
+ ## Lore Connections
101
+
102
+ - [Connection to world history]
103
+ - [Connection to factions]
104
+ - [Connection to locations]
105
+
106
+ ## Cross-References
107
+
108
+ - **Design Doc**: [Link to relevant gameplay design]
109
+ - **Quest Doc**: [Link to quests involving this character]
110
+ - **Art Reference**: [Link to concept art or art bible section]
111
+ - **Audio Reference**: [Link to voice/theme direction]
@@ -0,0 +1,140 @@
1
+ # Game Pitch: [Title]
2
+
3
+ *Version: [Draft Number]*
4
+ *Date: [Date]*
5
+
6
+ ---
7
+
8
+ ## The Hook
9
+
10
+ > [One powerful sentence. If someone reads nothing else, this should make them
11
+ > curious.]
12
+
13
+ ---
14
+
15
+ ## What Is It?
16
+
17
+ [2-3 sentences expanding the hook into a clear picture. Genre, setting, core
18
+ mechanic, and what makes it special.]
19
+
20
+ ---
21
+
22
+ ## Why Now?
23
+
24
+ [Why is this the right game at the right time? Market trends, audience gaps,
25
+ technology enablers, cultural relevance.]
26
+
27
+ ---
28
+
29
+ ## Target Audience
30
+
31
+ **Primary**: [Who is the core audience? Be specific — not "gamers" but
32
+ "roguelike fans who enjoy build-crafting and short sessions"]
33
+
34
+ **Secondary**: [Adjacent audience who would also enjoy this]
35
+
36
+ **Market Size**: [Estimated TAM based on comparable titles]
37
+
38
+ ---
39
+
40
+ ## Comparable Titles
41
+
42
+ | Title | Similarity | Our Differentiation | Commercial Performance |
43
+ | ---- | ---- | ---- | ---- |
44
+ | [Game 1] | [What's similar] | [What's different/better] | [Revenue/units if known] |
45
+ | [Game 2] | [What's similar] | [What's different/better] | [Performance] |
46
+ | [Game 3] | [What's similar] | [What's different/better] | [Performance] |
47
+
48
+ ---
49
+
50
+ ## Core Experience
51
+
52
+ ### The Player Fantasy
53
+ [What does the player get to BE or DO? The emotional promise.]
54
+
55
+ ### Core Loop (30 seconds)
56
+ [Describe the primary activity]
57
+
58
+ ### Session Flow (30 minutes)
59
+ [What does a typical session look like start to finish?]
60
+
61
+ ### Progression Hook
62
+ [Why do players come back tomorrow?]
63
+
64
+ ---
65
+
66
+ ## Key Features
67
+
68
+ 1. **[Feature Name]**: [1-2 sentence description of what it is and why it
69
+ matters to the player]
70
+ 2. **[Feature Name]**: [Description]
71
+ 3. **[Feature Name]**: [Description]
72
+ 4. **[Feature Name]**: [Description]
73
+ 5. **[Feature Name]**: [Description]
74
+
75
+ ---
76
+
77
+ ## Visual Identity
78
+
79
+ [Brief description of the art style, mood, and visual tone. Include reference
80
+ images or mood board link if available.]
81
+
82
+ **Art Style**: [e.g., "Hand-painted 2D with dynamic lighting, inspired by
83
+ Hollow Knight's atmosphere but with warmer colors"]
84
+
85
+ ---
86
+
87
+ ## Audio Identity
88
+
89
+ [Brief description of the sonic palette and musical direction.]
90
+
91
+ **Music**: [e.g., "Adaptive orchestral with folk instruments, shifting based
92
+ on biome and combat intensity"]
93
+
94
+ **SFX**: [e.g., "Crunchy, satisfying impact sounds. Tactile feedback on every
95
+ player action."]
96
+
97
+ ---
98
+
99
+ ## Business Model
100
+
101
+ | Aspect | Plan |
102
+ | ---- | ---- |
103
+ | **Model** | [Premium $X / F2P / etc.] |
104
+ | **Platforms** | [Steam, Console, Mobile] |
105
+ | **Price Point** | [$X.XX] |
106
+ | **DLC/Expansion Plans** | [Post-launch content strategy] |
107
+ | **Monetization Ethics** | [What we will and won't do] |
108
+
109
+ ---
110
+
111
+ ## Development Plan
112
+
113
+ | Milestone | Duration | Deliverable |
114
+ | ---- | ---- | ---- |
115
+ | Concept & Pre-production | [X weeks] | Game concept, pillars, vertical slice plan |
116
+ | Vertical Slice | [X weeks] | Playable slice demonstrating core loop |
117
+ | Alpha | [X weeks] | All features in, content placeholder |
118
+ | Beta | [X weeks] | Content complete, polish pass |
119
+ | Launch | [Date] | Release build |
120
+
121
+ **Team Size**: [X people, roles]
122
+ **Engine**: [Unity / Unreal]
123
+ **Estimated Budget**: [Range if applicable]
124
+
125
+ ---
126
+
127
+ ## Risks and Mitigation
128
+
129
+ | Risk | Likelihood | Impact | Mitigation |
130
+ | ---- | ---- | ---- | ---- |
131
+ | [Risk 1] | [H/M/L] | [H/M/L] | [How we handle it] |
132
+ | [Risk 2] | [H/M/L] | [H/M/L] | [Mitigation] |
133
+ | [Risk 3] | [H/M/L] | [H/M/L] | [Mitigation] |
134
+
135
+ ---
136
+
137
+ ## The Ask
138
+
139
+ [What do you need? Funding, publishing deal, team members, feedback? Be
140
+ specific about what you're looking for and what you're offering in return.]
@@ -0,0 +1,357 @@
1
+ # Player Journey Map: [Game Title]
2
+
3
+ > **Status**: Draft | In Review | Approved
4
+ > **Author**: [game-designer / creative-director]
5
+ > **Last Updated**: [Date]
6
+ > **Links To**: `design/gdd/game-concept.md`, `design/gdd/game-pillars.md`
7
+
8
+ ---
9
+
10
+ ## Journey Overview
11
+
12
+ [One paragraph capturing the full emotional arc from first launch to long-term
13
+ play. This is the player's story, not the game's feature list. Describe the
14
+ journey in emotional terms: where do they start (curious, skeptical, cautious),
15
+ how does the relationship with the game deepen, what is the peak emotional
16
+ experience, and what sustains them afterward?
17
+
18
+ Example: "The player arrives skeptical and slightly overwhelmed, is quickly
19
+ disarmed by an early moment of unexpected delight, spends the middle hours
20
+ discovering that the systems run deeper than they first appeared, and eventually
21
+ reaches a state of confident mastery where they generate their own challenges and
22
+ share their discoveries with others."
23
+
24
+ If this arc cannot be described in one paragraph, the emotional design is not
25
+ yet clear enough — resolve that ambiguity before filling in the phases below.]
26
+
27
+ ---
28
+
29
+ ## Target Player Archetype
30
+
31
+ [3-4 lines describing the player's MINDSET and gaming literacy, not their
32
+ demographics. Demographics answer "who are they" — this answers "how do they
33
+ approach games."
34
+
35
+ Describe: What expectations do they carry from other games? How patient are
36
+ they with systems that don't explain themselves? Do they read tooltips or ignore
37
+ them? Do they lean into challenge or route around it? Are they here for a story,
38
+ a power trip, a creative outlet, or a test of skill?
39
+
40
+ Example: "A player who has finished at least one other game in this genre and
41
+ arrived with a specific hypothesis about what to expect. They are willing to
42
+ invest 30+ minutes before judging the game, they read item descriptions, and they
43
+ find emergent mastery more satisfying than scripted victories. They feel respected
44
+ when the game trusts them to figure things out."]
45
+
46
+ ---
47
+
48
+ ## Journey Phases
49
+
50
+ > **Guidance**: The six phases below are the standard template. Not all phases
51
+ > apply to all games. A short narrative game may not have Habitual Play or
52
+ > Long-Term Engagement. A puzzle game may compress Orientation into First Contact.
53
+ > Delete or merge phases that genuinely do not apply — do not fill them with
54
+ > placeholder values to make the template look complete.
55
+
56
+ ---
57
+
58
+ ### Phase 1: First Contact (0-5 minutes)
59
+
60
+ **Emotional state on arrival**: [What is the player feeling before they touch
61
+ the game? They may be skeptical (purchased on impulse), curious (followed
62
+ recommendations), or expectant (been waiting for it). This state is your
63
+ starting condition — your design must meet them there.]
64
+
65
+ **Primary question the player is asking**: [e.g., "Is this worth my time?",
66
+ "Will this be too hard?", "Do I understand what I'm supposed to do?"]
67
+
68
+ **Key experience the game must deliver**:
69
+ [What MUST happen in these five minutes for the player to stay? Not a tutorial
70
+ beat — an emotional beat. The first contact experience should answer the player's
71
+ primary question with a confident "yes." It may be a moment of beauty, a
72
+ satisfying mechanical click, a surprising twist on a familiar genre pattern, or
73
+ an early win that feels earned.]
74
+
75
+ **Emotional state on exit**: [What does success look like? e.g., "Curious
76
+ about the next layer", "Surprised that this feels different from similar games",
77
+ "Already thinking about a decision they made and whether it was right."]
78
+
79
+ **Risk if this phase fails**: [What does the player do? e.g., "Refund within
80
+ the 2-hour Steam window", "Put it down and never return", "Post a negative
81
+ first impression", "Recommend it to no one."]
82
+
83
+ ---
84
+
85
+ ### Phase 2: Orientation (5-30 minutes)
86
+
87
+ **Emotional state on arrival**: [Player is intrigued but not yet committed.
88
+ They are forming their first mental model of what this game is.]
89
+
90
+ **Primary question the player is asking**: [e.g., "How does this actually work?",
91
+ "What am I building toward?", "Am I going to be good at this?"]
92
+
93
+ **Key experience the game must deliver**:
94
+ [This is the window where the player builds their foundational mental model.
95
+ Describe the one or two "aha" moments that crystallize the game's identity.
96
+ The player should feel competence growing — their predictions about the game
97
+ should start coming true. They should also catch their first glimpse of depth:
98
+ a system or interaction that hints "this goes further than I thought."]
99
+
100
+ **Emotional state on exit**: [e.g., "Has a working model of the core loop",
101
+ "Has made at least one meaningful decision they care about the outcome of",
102
+ "Feels the skill ceiling is higher than it first appeared."]
103
+
104
+ **Risk if this phase fails**: [e.g., "Player concludes the game is shallow",
105
+ "Player feels lost and stops trying", "Player never forms a goal."]
106
+
107
+ ---
108
+
109
+ ### Phase 3: First Mastery (30 minutes - 2 hours)
110
+
111
+ **Emotional state on arrival**: [Player understands the basics and is testing
112
+ the edges. They are actively trying to get better rather than just trying to
113
+ understand.]
114
+
115
+ **Primary question the player is asking**: [e.g., "What's the right strategy?",
116
+ "What's possible if I get good at this?", "What am I missing?"]
117
+
118
+ **Key experience the game must deliver**:
119
+ [This is the phase where the player earns their first genuine skill victory —
120
+ a moment where something that was hard becomes easy through their own growth,
121
+ not through the game getting easier. It should feel like crossing a threshold.
122
+ They should also discover their first piece of emergent depth: a system
123
+ interaction, a build synergy, or a hidden mechanic that rewards curiosity.
124
+ According to Csikszentmihalyi's flow model, challenge must scale here — introduce
125
+ the first real test of the skills they've been building.]
126
+
127
+ **Emotional state on exit**: [e.g., "Proud of a specific decision or victory",
128
+ "Has an opinion about what the 'right' way to play is (even if wrong)",
129
+ "Has questions they want to answer in their next session."]
130
+
131
+ **Risk if this phase fails**: [e.g., "Player never reaches flow state and stops
132
+ before the game gets interesting", "Player forms wrong mental model and blames
133
+ the game when it breaks."]
134
+
135
+ ---
136
+
137
+ ### Phase 4: Depth Discovery (2-10 hours)
138
+
139
+ **Emotional state on arrival**: [Player has a working strategy and is starting
140
+ to see its limits. They are ready to discover that there is more.]
141
+
142
+ **Primary question the player is asking**: [e.g., "Is there a better way?",
143
+ "What am I missing that other players know?", "How deep does this actually go?"]
144
+
145
+ **Key experience the game must deliver**:
146
+ [This is where the game's true depth must reveal itself. Players who reach this
147
+ phase are your core audience — they have cleared the onboarding and proven their
148
+ commitment. They should discover systems, combinations, or strategies that
149
+ recontextualize everything they have done so far. The world should feel larger
150
+ than the tutorial implied. This is also the phase where Bartle's Explorers find
151
+ their reward: content and knowledge that only the curious find.
152
+
153
+ Design note: Depth Discovery is where many indie games fail silently. Players
154
+ exhaust the visible content without ever finding the hidden depth. Audit every
155
+ layer of depth in this window and confirm it is discoverable without a guide.]
156
+
157
+ **Emotional state on exit**: [e.g., "Has rebuilt their strategy from scratch
158
+ at least once", "Can imagine multiple viable approaches to the same problem",
159
+ "Has discovered at least one thing that surprised them."]
160
+
161
+ **Risk if this phase fails**: [e.g., "Player concludes they have 'finished'
162
+ the game and feels mild disappointment", "Player recommends the game but says
163
+ 'it's a bit short.'"]
164
+
165
+ ---
166
+
167
+ ### Phase 5: Habitual Play (10-50 hours)
168
+
169
+ > *Note: Not applicable to short-form games (visual novels, short narrative
170
+ > games, puzzle games with fixed content). Delete this phase if the game's
171
+ > intended experience concludes before this timeframe.*
172
+
173
+ **Emotional state on arrival**: [Player considers themselves competent. The
174
+ game has become part of their routine. They have a playstyle identity.]
175
+
176
+ **Primary question the player is asking**: [e.g., "What's my next goal?",
177
+ "Can I beat my previous record?", "What haven't I tried yet?"]
178
+
179
+ **Key experience the game must deliver**:
180
+ [Habitual play requires the game to offer goals beyond the tutorial narrative.
181
+ The player generates their own challenges, pursues optional content, or begins
182
+ competing (against the game, other players, or their own records). This phase
183
+ sustains through Bartle's Achiever motivations: collection completion, mastery
184
+ benchmarks, visible milestones. It also requires natural session endings that
185
+ leave forward tension — the player should always stop with something unfinished
186
+ that they want to return to.]
187
+
188
+ **Emotional state on exit**: [e.g., "Has a specific goal they are working toward
189
+ across multiple sessions", "Considers themselves part of a community of people
190
+ who play this game."]
191
+
192
+ **Risk if this phase fails**: [e.g., "Player churns after completing main content
193
+ and never returns", "Game fails word-of-mouth because players don't develop
194
+ strong opinions about it."]
195
+
196
+ ---
197
+
198
+ ### Phase 6: Long-Term Engagement (50+ hours)
199
+
200
+ > *Note: Only applies to games designed for extended play — live service games,
201
+ > deeply systemic games, competitive games, and games with community-driven
202
+ > content. Delete this phase if it does not fit the game's design intent.*
203
+
204
+ **Emotional state on arrival**: [Player is a veteran. The game is part of their
205
+ identity to some degree. They are invested in the community and the ecosystem.]
206
+
207
+ **Primary question the player is asking**: [e.g., "What's new?", "Can I reach
208
+ the top?", "Can I find something no one has found before?"]
209
+
210
+ **Key experience the game must deliver**:
211
+ [Long-term engagement is sustained by different mechanisms than initial fun:
212
+ social status, creative expression, competitive standing, or the role of expert
213
+ and guide. Design for this phase by asking what role a veteran player wants to
214
+ play in the ecosystem — not just what content they want to consume. Systems
215
+ that enable knowledge transfer (guides, community sharing, mentorship) dramatically
216
+ extend this phase.]
217
+
218
+ **Emotional state on exit**: [e.g., "Part of a community", "Considered an
219
+ expert by newer players", "Invested in the game's ongoing development and direction."]
220
+
221
+ **Risk if this phase fails**: [e.g., "Veteran players leave and take their
222
+ social influence with them, accelerating churn in the broader player base."]
223
+
224
+ ---
225
+
226
+ ## Critical Moments
227
+
228
+ > **Guidance**: These are specific, individual events — not phases — that
229
+ > must land with precision. A critical moment is a single interaction, scene,
230
+ > or beat that carries outsized emotional weight. Missing it (through bad UX,
231
+ > poor timing, or weak feedback) can derail the entire journey. Identify 8-15
232
+ > such moments across the game.
233
+
234
+ | Moment | Phase | Emotional Target | If It Fails |
235
+ |--------|-------|-----------------|-------------|
236
+ | [The first death] | [First Contact] | [Surprise followed by understanding — "I see what I did wrong"] | [Player feels the death was unfair and loses trust in the game's fairness] |
237
+ | [The first big win] | [Orientation] | [Earned pride — "I figured that out myself"] | [Player feels the win was handed to them and undervalues it] |
238
+ | [The first system discovery] | [First Mastery] | [Delight — "I didn't know you could do that"] | [Player misses it entirely and never discovers the depth] |
239
+ | [The moment the world opens up] | [Depth Discovery] | [Awe followed by hunger — "How much more is there?"] | [Player feels underwhelmed and concludes they have seen everything] |
240
+ | [The first endgame goal] | [Habitual Play] | [Renewed purpose — "Now I have something to work toward"] | [Player completes the main content and feels finished] |
241
+ | [Add moment] | [Phase] | [Emotional target] | [Failure consequence] |
242
+
243
+ ---
244
+
245
+ ## Retention Hooks
246
+
247
+ > **Guidance**: Retention hooks are the specific mechanisms that pull the player
248
+ > back to the next session. They operate at different time scales. A game with
249
+ > only one hook type has a fragile retention loop. Strong games layer multiple
250
+ > hook types, so players with different motivations all have a reason to return.
251
+ >
252
+ > Map each hook to the systems that deliver it — if a hook has no system behind
253
+ > it, it is an aspiration, not a design.
254
+
255
+ | Hook Type | Hook Description | Systems That Deliver It |
256
+ |-----------|-----------------|------------------------|
257
+ | **Session Start** | [What draws the player in when they launch? e.g., "Unresolved choices from last session", "World state changed while they were away", "Daily reward waiting"] | [System names, e.g., "Persistent world state, save system, daily login reward"] |
258
+ | **Session End** | [What feeling do they have as they close the game? e.g., "A goal just out of reach", "A question unanswered", "An upgrade ready to use next time"] | [e.g., "Progress bar at 90%, next-session unlock notification"] |
259
+ | **Daily Return** | [What reason exists to play today vs. skipping a day? e.g., "Daily challenge", "Time-gated resource replenishment", "Limited-time event"] | [e.g., "Daily quest system, resource regen timers, event calendar"] |
260
+ | **Long-Term** | [What provides purpose across weeks? e.g., "Season pass milestones", "Competitive ranking reset", "Community challenge goals"] | [e.g., "Ranked system, seasonal content, community events"] |
261
+
262
+ ---
263
+
264
+ ## Player Progression Feel
265
+
266
+ [Describe HOW the player should experience their progression — not the mechanical
267
+ system (that belongs in GDDs), but the FEELING of growing.
268
+
269
+ Choose the primary progression feeling and describe what it should feel like in
270
+ concrete emotional terms. Examples of distinct progression feelings:
271
+
272
+ - **Power growth**: "The player should feel increasingly dangerous. Early game
273
+ combat should feel tense and measured; late game combat should feel effortless
274
+ against common enemies, reserving challenge for elite encounters."
275
+ - **World expansion**: "The player's sense of the world should grow outward.
276
+ Each new area should make the map feel larger, not just longer."
277
+ - **Story revelation**: "The player should feel like they are slowly assembling
278
+ a picture. Early revelations should recontextualize what they have already seen."
279
+ - **Skill improvement**: "The player should feel themselves getting sharper.
280
+ Encounters they struggled with early should feel controlled by mid-game,
281
+ not because they got more powerful, but because their decisions improved."
282
+ - **Community status**: "The player should feel a growing sense of belonging and
283
+ recognition within the player community as their knowledge deepens."
284
+
285
+ Answer: what is the primary progression feeling in this game, and what does it
286
+ concretely look and feel like at the beginning, middle, and end of the journey?]
287
+
288
+ ---
289
+
290
+ ## Anti-Patterns to Avoid
291
+
292
+ > **Guidance**: Anti-patterns are recurring design mistakes that reliably
293
+ > break the player journey. List the ones most relevant to this specific game
294
+ > and how the design actively guards against them. Be specific — "avoid bad UX"
295
+ > is not an anti-pattern, it is a platitude.
296
+
297
+ - **[Player feels punished for experimenting]**: [e.g., "The crafting system
298
+ should never consume irreplaceable resources. All experiment costs must be
299
+ recoverable within one session."]
300
+ - **[Player loses progress with no explanation]**: [e.g., "All save points are
301
+ visible before risky encounters. Progress loss must always be preceded by a
302
+ warning the player could have noticed."]
303
+ - **[Difficulty spike creates a wall, not a gate]**: [e.g., "When a player
304
+ fails an encounter three times, the game surfaces a contextual hint. A wall
305
+ stops progress; a gate requires the right key — make sure players know what
306
+ key they need."]
307
+ - **[Player reaches the content ceiling before the emotional arc completes]**:
308
+ [e.g., "The game should never run out of content while the player still has
309
+ unanswered questions about the world or their build."]
310
+ - **[Mandatory systems are introduced too late to feel meaningful]**: [e.g.,
311
+ "Any system the player must engage with in the late game must be introduced
312
+ in an optional or low-stakes context earlier."]
313
+ - **[Add anti-pattern specific to this game's design risks]**: [Description]
314
+
315
+ ---
316
+
317
+ ## Validation Questions
318
+
319
+ > **Guidance**: These are questions a playtester session facilitator asks
320
+ > during or after a session to verify the journey is working as intended.
321
+ > They are not yes/no questions — they probe the player's emotional experience
322
+ > and surface gaps between design intent and player reality.
323
+
324
+ **First Contact (0-5 min)**
325
+ - [ ] "Without looking at any menus or tooltips, what do you think this game is about?"
326
+ - [ ] "What's the first thing you want to do next?"
327
+
328
+ **Orientation (5-30 min)**
329
+ - [ ] "What does winning or succeeding look like to you right now?"
330
+ - [ ] "Is there anything you feel like you should understand but don't?"
331
+
332
+ **First Mastery (30 min - 2 hrs)**
333
+ - [ ] "What's the best decision you've made so far? Why did you make it?"
334
+ - [ ] "What would you do differently if you started over?"
335
+
336
+ **Depth Discovery (2-10 hrs)**
337
+ - [ ] "Has the game surprised you? When? How did it feel?"
338
+ - [ ] "What questions do you have about systems you haven't fully explored?"
339
+
340
+ **Habitual Play (10-50 hrs)**
341
+ - [ ] "What's your current goal? How long have you been working toward it?"
342
+ - [ ] "Have you told anyone about this game? What did you say?"
343
+
344
+ **General (any phase)**
345
+ - [ ] "If you had to stop playing right now, what would you be most eager to
346
+ come back for?"
347
+ - [ ] "Is there anything you feel the game is not letting you do that you want to do?"
348
+
349
+ ---
350
+
351
+ ## Open Questions
352
+
353
+ | Question | Owner | Deadline | Resolution |
354
+ |----------|-------|----------|-----------|
355
+ | [Does the Phase 1 hook work for players without prior genre experience?] | [game-designer] | [Date] | [Unresolved] |
356
+ | [Is Phase 4 depth discoverable without external guides?] | [game-designer, ux-designer] | [Date] | [Unresolved] |
357
+ | [Add question] | [Owner] | [Date] | [Resolution] |