Threejs Gameplay Systems
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
Writes a short design spec for small gameplay adjustments such as tuning, tweaks and minor additions, and redirects anything larger to a full design document.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-design --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/quick-design .claude/skills/quick-design && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .claude/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-designType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/quick-design .agents/skills/quick-design && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .agents/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/quick-design .cursor/skills/quick-design && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .cursor/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/quick-design--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/quick-design .gemini/skills/quick-design && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .gemini/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-designInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/quick-design .github/skills/quick-design && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .github/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios quick-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/quick-design .opencode/skills/quick-design && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "quick-design" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design into .opencode/skills/quick-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quick-design", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
quick-designWrites a short design spec for small gameplay adjustments such as tuning, tweaks and minor additions, and redirects anything larger to a full design document.
This is the light path for changes that do not justify a full design document, meaning work under about one week of implementation. The agent classifies the request as tuning, a tweak, an addition or a new small system. Examples include raising jump height, letting a dash be invincible on its first frame, adding a parry window or building an achievement popup.
If the change adds a system with heavy cross-system dependencies, needs more than a week or rewrites the core rules of an existing system, the skill stops and sends you to `/design-system`. Otherwise it confirms the classification and writes a spec under `design/quick-specs/` with the change name and date, so the change has a written rationale that can be embedded into stories.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditAskUserQuestionBash(bash "*/.claude/skills/quick-design/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Quick Design Spec loads about 2.9k tokens when it runs. Until then it costs about 33 tokens; SKILL.md has 1,040 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,040 words, ~2,892 tokens.
.claude/skills/quick-design/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow
This is the lightweight design path for changes that don't need a full GDD.
Full GDD authoring via /design-system is the heavyweight path. Use this skill
for work under about one week of implementation — tuning adjustments, minor
behavioral tweaks, small additions to existing systems, or standalone features too
small to warrant a full document. Most tweaks are hours; the one-week ceiling is
the limit for a New Small System (see the categories below).
Output: design/quick-specs/[name]-[date].md
When to run: Anytime a change is too small for /design-system but too
meaningful to implement without a written rationale.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
First, read the argument and determine which category this change falls into:
If the change does NOT fit these categories — it introduces a new system with
significant cross-system dependencies, requires more than one week of
implementation, or fundamentally alters an existing system's core rules — stop
and redirect to /design-system instead. Verdict: REDIRECTED — use
/design-system for this change.
If there is no argument, ask the user to describe the change (plain text prompt), then classify it using the criteria above.
Present the inferred classification using AskUserQuestion:
[A] Yes — [inferred type] is correct[B] Tuning — changing numbers or balance values only[C] Tweak — small behavioral change to an existing system[D] Addition — adding a small mechanic to an existing system[E] New Small System — standalone feature, under one week of work[F] This is too large — redirect me to /design-systemIf [F]: stop. Verdict: REDIRECTED — use /design-system for this change.
Otherwise: proceed with the selected type.
Before drafting anything, read the relevant context:
design/gdd/ for the GDD most relevant to this change. Read the
sections that this change would affect. If no GDD covers this system — usually
the case at workflow: minimal, where design/game-brief.md and the stories are
the design record — read the brief's lines for it and the story the change
touches instead, report "No GDD for [system] — using the brief and [story
path]", and give the brief as the spec's GDD Reference.design/gdd/systems-index.md exists. If it does, read it to
understand where this system sits in the dependency graph and what tier it
belongs to. If it does not exist, note "No systems index found — skipping
dependency tier check." and continue.design/quick-specs/ for any prior quick specs that touched this
system — avoid contradicting them.assets/data/ for the data file that
holds the relevant values.Report what was found: "Found GDD at [path]. Relevant section: [section name]. Prior quick specs for this system: [each path, and whether it agrees or conflicts with this change — or "none"]." Name a prior spec even when it agrees — "no conflicts" alone reads the same as "no prior specs".
Use the appropriate spec format for the change category.
Produce a single table:
# Quick Design Spec: [Title]
**Type**: Tuning
**System**: [System name]
**GDD Reference**: `design/gdd/[filename].md` — Tuning Knobs section
**Date**: [today]
## Change
| Parameter | Old Value | New Value | Rationale |
|-----------|-----------|-----------|-----------|
| [param] | [old] | [new] | [why] |
## Tuning Knob Mapping
Maps to GDD Tuning Knob: [knob name and its documented range].
New value is [within / at the edge of / outside] the documented range.
[If outside: explain why the range should be extended.]
## Acceptance Criteria
- [ ] [Parameter] reads [new value] from `assets/data/[file]`
- [ ] Behavior difference is observable in [specific context]
- [ ] No regression in [related behavior]# Quick Design Spec: [Title]
**Type**: [Tweak / Addition]
**System**: [System name]
**GDD Reference**: `design/gdd/[filename].md`
**Date**: [today]
## Change Summary
[1-2 sentences describing what changes and why.]
## Motivation
[Why is this change needed? What player experience problem does it solve?
Reference the relevant MDA aesthetic or player feedback if applicable.]
## Design Delta
Current GDD says (quoting `design/gdd/[filename].md`, [section]):
> [exact quote of the relevant rule or description]
This spec changes that to:
[New rule or description, written with the same precision as a GDD Detailed
Rules section. A programmer should be able to implement from this text alone.]
## New Rules / Values
[Full unambiguous statement of the replacement content. If this introduces
new states, list them. If it introduces new parameters, define their ranges.]
## Affected Systems
| System | Impact | Action Required |
|--------|--------|-----------------|
| [system] | [how it is affected] | [update GDD / update data file / no action] |
## Acceptance Criteria
- [ ] [Specific, testable criterion 1]
- [ ] [Specific, testable criterion 2]
- [ ] [Specific, testable criterion 3]
- [ ] No regression: [the original behavior this must not break]
## GDD Update Required?
[Yes / No]
[If yes: which file, which section, and what the update should say.]Use a trimmed GDD structure. Include only the sections that are directly necessary — skip Player Fantasy, full Formulas, and Edge Cases unless the system specifically requires them.
# Quick Design Spec: [Title]
**Type**: New Small System
**Scope**: [1-2 sentence description of what this system does and doesn't do]
**Date**: [today]
**Estimated Implementation**: [hours]
## Overview
[One paragraph a new team member could understand. What does this system do,
when does it activate, and what does it produce?]
## Core Rules
[Unambiguous rules for the system. Use numbered lists for sequential behavior
and bullet lists for conditions. Be precise enough that a programmer can
implement without asking questions.]
## Tuning Knobs
| Knob | Default | Range | Category | Rationale |
|------|---------|-------|----------|-----------|
| [name] | [value] | [min–max] | [feel/curve/gate] | [why this default] |
All values must live in `assets/data/[appropriate-file].json`, not hardcoded.
## Acceptance Criteria
- [ ] [Functional criterion: does the right thing]
- [ ] [Functional criterion: handles the edge case]
- [ ] [Experiential criterion: feels right — what a playtest validates]
- [ ] [Regression criterion: does not break adjacent system]
## Systems Index
This system is not currently in `design/gdd/systems-index.md`.
[If it should be added: suggest which layer and priority tier.]
[If it is too small to track: state "This system is below systems-index
tracking threshold — quick spec is sufficient."]Present the draft to the user in full. Then use AskUserQuestion:
[A] Approve — write it as shown[B] Revise — I'll describe what to change[C] This grew too large — redirect to /design-system insteadIf [B]: collect the requested changes, revise the draft, and re-present this widget.
If [C]: stop. Verdict: REDIRECTED — use /design-system for this change.
If [A]: ask "May I write this Quick Design Spec to
design/quick-specs/[kebab-case-title]-[YYYY-MM-DD].md?"
Use today's date in the filename. The title should be a kebab-case description
of the change (e.g., jump-height-tuning-2026-03-10,
parry-window-addition-2026-03-10).
If yes, create the design/quick-specs/ directory if it does not exist, then
write the file.
If a GDD update is required (flagged in the spec), ask separately after writing the quick spec:
"This spec modifies rules in [System Name]. May I update
design/gdd/[filename].md — specifically the [section name] section?"
Show the exact text that would be changed (old vs. new) before asking. Do not make GDD edits without explicit approval.
After writing the file, output:
Quick Design Spec written to: design/quick-specs/[filename].md
Type: [Tuning / Tweak / Addition / New Small System]
System: [system name]
GDD update: [Required — pending approval / Applied / Not required]
Next step: This spec is ready for `/story-readiness` validation before
implementation (at `workflow: minimal`, go straight to `/dev-story`). Reference this spec in the story's GDD Reference field.Verdict: COMPLETE — quick design spec written and ready for implementation.
Quick Design Specs bypass /design-review and /review-all-gdds by
design. They are for small, low-risk, well-scoped changes where the cost of
the full review pipeline exceeds the risk of the change itself.
Redirect to the full pipeline if any of the following are true:
In those cases: "This change has grown beyond quick-spec scope. I recommend
using /design-system to author a full GDD for this."
/story-readiness [story-path] to validate the story before implementation begins (skip at rigor: minimal — /dev-story directly) — reference this spec in the story's GDD Reference field/dev-story [story-path] to implement once the story passes readiness checks/design-system [system-name] to author a full GDD instead© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/quick-design of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Quick Design Spec next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Quick Design Spec this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| Novel Game Adaptation Analysiszenstory-ai/novel-to-game | 832 | 1 repos | ~558 | Automated safety check: Pass | MIT | |
| Game Experience Density OptimizerDY-2026/GameDesignOS | 410 | — | ~2.1k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemscorosolto/client | 256 | — | ~1.5k | Automated safety check: Pass | AGPL-3.0 |
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
zenstory-ai/novel-to-game
Condenses a novel or its deconstruction notes into a cited SOURCE_BIBLE of world rules, player verbs, spaces and systems, before any game genre is chosen.
DY-2026/GameDesignOS
当用户需要把游戏体验浓度、留存、首局节奏、Demo 完成率、单机总旅程、D1/D7、反馈、具身感、氛围、认知负荷、最佳刺激窗口、FEP/free-energy、预测误差、Markov blanket、习惯化或 liveops 参与问题,编译成可上线、可埋点、可复盘、可回滚的一周 ED 实验包时使用。Use when converting game experience-density and…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
brockmartin/roblox-game-skill
Expert Roblox game development companion — Luau, Roblox Studio, MCP integration, simulator, tycoon, obby, RPG, horror, battle royale, game design, security, performance.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Writes a short design spec for small gameplay adjustments such as tuning, tweaks and minor additions, and redirects anything larger to a full design document. This is the light path for changes that do not justify a full design document, meaning work under about one week of implementation. The agent classifies the request as tuning, a tweak, an addition or a new small system.
Quick Design Spec fits situations like: documenting a balance or tuning change that needs a rationale but not a full GDD; specifying a small mechanic addition to an existing system; deciding whether a change is small enough to skip the full design process.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a claude-code`. Or copy the skill folder (.claude/skills/quick-design in Donchitos/Claude-Code-Game-Studios) into .claude/skills/quick-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a codex`. Or copy the skill folder (.claude/skills/quick-design in Donchitos/Claude-Code-Game-Studios) into .agents/skills/quick-design in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill quick-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/quick-design, .gemini/skills/quick-design, .github/skills/quick-design and .opencode/skills/quick-design in your project.
Going by SKILL.md and its folder, Quick Design Spec needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(bash "*/.claude/skills/quick-design/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Quick Design Spec is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.9k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Quick Design Spec: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Novel Game Adaptation Analysis (zenstory-ai/novel-to-game, 832 stars) and Game Experience Density Optimizer (DY-2026/GameDesignOS, 410 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.