Agent skill

Player Experience Modeling

by hashgraph-online in hashgraph-online/awesome-codex-plugins

Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves.

MITAuto-check passed

Install Player Experience Modeling

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill player-experience-modeling -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins player-experience-modeling --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/LVTD-LLC/skills/skills/player-experience-modeling .claude/skills/player-experience-modeling && rm -rf skills-src

Use ~/.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/

Facts

Skill name
player-experience-modeling
GitHub stars
1.3k
Token cost
~548 tokens
SKILL.md length
203 words
Files
3 (incl. references)
Skills in repo
714
Repo updated
First seen
Licence
MIT

At a glance

Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves.

  • Works in 5 steps: Define the target player by behavior and… → Identify the desired emotional and… → Map pleasures, needs, novelty, mastery,… → …
  • Defining who a game is for
  • SKILL.md covers Source Traceability, Workflow, Required Output and Local References
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Player Experience Modeling is an agent skill from hashgraph-online/awesome-codex-plugins. Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Use when defining who a game is for, shaping retention, diagnosing boredom or confusion, designing progression, or aligning gameplay with a desired emotional arc.

Its SKILL.md is about 550 tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/core/guide.md` and `workflows/experience-brief.md`). Compatibility notes: Codex, Claude Code, and other Agent Skills-compatible clients.

The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is MIT.

When your agent uses it

  • Defining who a game is for
  • Shaping retention
  • Diagnosing boredom
  • Designing progression

Example prompts

  • “/player-experience-modeling”

Requirements

  • Compatibility (from SKILL.md): Codex, Claude Code, and other Agent Skills-compatible clients.

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Define the target player by behavior and context, not demographic shorthand.
  2. Identify the desired emotional and motivational promise.
  3. Map pleasures, needs, novelty, mastery, and social drivers.
  4. Shape the interest curve across first minute, first session, midpoint, climax, and return session.
  5. Translate experience goals into implementation constraints and telemetry.

What it can do on your machine

Read from SKILL.md and the folder at commit 9e7b281. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Codex, Claude Code, and other Agent Skills-compatible clients.

    From compatibility in the SKILL.md frontmatter.

Context cost

Player Experience Modeling loads about 548 tokens when it runs, and up to ~1.1k if it reads all its reference files. Until then it costs about 75 tokens; SKILL.md has 203 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~75
When it runs · the whole SKILL.md, loaded when a task matches
~548
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.1k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 9e7b281, republished under its MIT licence (© hashgraph-online). 203 words, ~548 tokens.

Download SKILL.mdSave it as .claude/skills/player-experience-modeling/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
player-experience-modeling
description
Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Use when defining who a game is for, shaping retention, diagnosing boredom or confusion, designing progression, or aligning gameplay with a desired emotional arc.
compatibility
Codex, Claude Code, and other Agent Skills-compatible clients.
license
MIT
metadata.version
0.1.0
metadata.displayName
Player Experience Modeling
metadata.category
Game Development
metadata.tags
game-design,player-research,motivation,flow,interest-curve

Player Experience Modeling

Use this skill to define the experience the game is trying to create before implementing systems. It gives an AI game-building agent a target for taste, pacing, onboarding, and progression decisions.

Source Traceability

Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 2, 9-11, and 16 on experience, players, pleasure, flow, motivation, novelty, judgment, and interest curves. The workflow is transformed and paraphrased.

Supporting source: Self-Determination Theory for autonomy, competence, and relatedness as durable motivation lenses.

Workflow

  1. Define the target player by behavior and context, not demographic shorthand.
  2. Identify the desired emotional and motivational promise.
  3. Map pleasures, needs, novelty, mastery, and social drivers.
  4. Shape the interest curve across first minute, first session, midpoint, climax, and return session.
  5. Translate experience goals into implementation constraints and telemetry.

Required Output

  • Player Model: target player, context, skills, anxieties, and motivations.
  • Experience Promise: what the game should make the player feel and do.
  • Motivation Map: autonomy, competence, relatedness, novelty, mastery, expression, and reward drivers.
  • Interest Curve: beats, intensity, variety, and recovery.
  • Build Implications: onboarding, feedback, difficulty, pacing, progression, and content priorities.

Local References

Before producing an experience model, read:

  • references/core/guide.md
  • workflows/experience-brief.md

© hashgraph-online, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in plugins/LVTD-LLC/skills/skills/player-experience-modeling of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • references/core/guide.md
  • workflows/experience-brief.md

Open the folder on GitHubat commit 9e7b281

Compare with similar skills

Player Experience Modeling 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.

Player Experience Modeling compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Player Experience Modeling this skillhashgraph-online/awesome-codex-plugins1.3k—~548Automated safety check: PassMIT
OmniRoute Model Catalogdiegosouzapw/OmniRoute74k—~589Automated safety check: PassMIT
Model Bank Metadatalobehub/lobehub83k—~2kAutomated safety check: PassCustom licence
Harness Threat Modelruvnet/ruflo74k—~363Automated safety check: NotesMIT
OmniRoute Model Catalog CLIdiegosouzapw/OmniRoute74k—~554Automated safety check: PassMIT
Model Usageopenclaw/openclaw392k1 repos~637Automated safety check: PassMIT

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Questions about Player Experience Modeling

What does Player Experience Modeling do?

Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves. Player Experience Modeling is an agent skill from hashgraph-online/awesome-codex-plugins. Model target players, motivations, emotions, pleasures, needs, flow, novelty, judgment, and interest curves.

When should I use Player Experience Modeling?

Player Experience Modeling fits situations like: defining who a game is for; shaping retention; diagnosing boredom; designing progression.

How do I install Player Experience Modeling in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill player-experience-modeling -a claude-code`. Or copy the skill folder (plugins/LVTD-LLC/skills/skills/player-experience-modeling in hashgraph-online/awesome-codex-plugins) into .claude/skills/player-experience-modeling in your project. Claude Code loads it when a task matches its description.

How do I install Player Experience Modeling in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill player-experience-modeling -a codex`. Or copy the skill folder (plugins/LVTD-LLC/skills/skills/player-experience-modeling in hashgraph-online/awesome-codex-plugins) into .agents/skills/player-experience-modeling in your project. Codex loads it when a task matches its description.

Can I use Player Experience Modeling in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill player-experience-modeling -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/player-experience-modeling, .gemini/skills/player-experience-modeling, .github/skills/player-experience-modeling and .opencode/skills/player-experience-modeling in your project.

What does Player Experience Modeling need to run?

SKILL.md names no scripts, command-line tools or credentials: Player Experience Modeling is instructions for the agent only. Compatibility (from SKILL.md): Codex, Claude Code, and other Agent Skills-compatible clients..

Does Player Experience Modeling access the network?

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.

Is Player Experience Modeling safe to install?

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.

What licence does Player Experience Modeling use?

Player Experience Modeling is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Player Experience Modeling use?

About 548 tokens (SKILL.md is roughly 2.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 581 tokens, read only when the agent opens those files.

What are the alternatives to Player Experience Modeling?

Skills that share tags, products or a category with Player Experience Modeling: OmniRoute Model Catalog (diegosouzapw/OmniRoute, 74k stars), Model Bank Metadata (lobehub/lobehub, 83k stars), Harness Threat Model (ruvnet/ruflo, 74k stars) and OmniRoute Model Catalog CLI (diegosouzapw/OmniRoute, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Player Experience Modeling?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,255 GitHub stars. The repository holds 714 skills in this directory. The repository was last updated on October 9, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.