skill-domain-routing-designer
Skill Domain Routing (theonekit-designer)
Section titled “Skill Domain Routing (theonekit-designer)”Intent-based discovery for game design kit skills. For core T1K skills (cook, fix, plan, etc.), see skills/t1k-help/references/skill-domain-routing.md.
Mechanics & Game Systems Design
Section titled “Mechanics & Game Systems Design”User wants to…
- Balance stat formulas, DPS curves, and difficulty tuning →
game-balance-tools - Design RPG progression, classes, abilities, and loot tables →
rpg-game-design - Design a roguelike run structure, meta-progression, and unlocks →
game-roguelike-design - Design puzzle mechanics (match-3, polyomino, grid logic) →
puzzle-game-design - Design turn-based combat pacing, action economy, and AI turns →
game-turn-based-design
Economy & Monetization
Section titled “Economy & Monetization”User wants to…
- Design a virtual economy: currencies, sinks, faucets, and inflation control →
game-economy-design - Design a shop: pricing tiers, rarity distribution, and pity systems →
game-shop-offering - Design item synergy systems and combo scoring →
game-synergy-combos
Feel & Pacing
Section titled “Feel & Pacing”User wants to…
- Add game feel: juice, hit stop, screen shake, and particle feedback →
game-feel-juice - Design level or arena spatial layouts →
game-level-design - Design procedural generation: seeds, noise, and room templates →
game-procedural-generation
Narrative & World
Section titled “Narrative & World”User wants to…
- Design story structure, branching choices, and player agency →
game-narrative-design - Design quest structure, dialogue trees, and reward hooks →
game-quest-design - Build world lore, factions, and setting documents →
game-worldbuilding
UI/UX Design
Section titled “UI/UX Design”User wants to…
- Design HUD layout, touch UX, and onboarding flow →
game-ux-design - Wireframe menus, shop screens, and inventory layouts →
game-ui-wireframe - Define visual design: palettes, typography, and rarity tiers →
game-visual-design - Design UI transition animations and micro-interactions →
game-ui-animation
Documentation & Mobile
Section titled “Documentation & Mobile”User wants to…
- Write a living Game Design Document (GDD) or wiki pages →
game-design-document - Apply mobile-specific design patterns (thumb reach, session length) →
game-mobile-design
Review & Validation (Design-Perspective, NOT Code-Reviewer)
Section titled “Review & Validation (Design-Perspective, NOT Code-Reviewer)”Rule: Reviewing or validating design docs, wiki pages, narrative content, balance plans, or any artifact produced by a designer-kit skill MUST use design-perspective agents — NOT code-reviewer. Code-reviewer is for code-quality concerns (security, patterns, DRY/KISS); it is the wrong lens for design artifacts.
User wants to…
- Validate plan completeness, phase structure, dependency graph, success criteria →
planneragent (audits its own discipline) - Review design docs for content/pillar coverage — does the deliverable serve the documented design pillars? →
game-designeragent - Review design docs for data SSOT compliance — is narrative referencing CSV/JSON source-of-truth correctly? Activate
design-data-authoringskill alongside →game-designeragent - Review for tone, voice, pillar fidelity, alternative-tone risks during multi-agent fan-out →
designer-brainstormeragent - Review for production readiness, ship-gate, stakeholder-decision propagation, milestone gates →
game-produceragent - Review for wiki organization, navigability, cross-link consistency →
game-designeragent (withgame-design-documentskill active)
Multi-round design validation (5-round adversarial pattern)
Section titled “Multi-round design validation (5-round adversarial pattern)”When the user requests “validate in N rounds” or asks for adversarial review on design artifacts, prefer this distribution over generic code-reviewer chains:
| Round | Agent | Lens |
|---|---|---|
| 1 | planner | Plan rigor — phase structure, file ownership, success criteria coverage, risk register |
| 2 | game-designer | Design completeness — pillars served, content coverage, no contradictions to GDD |
| 3 | game-designer (with design-data-authoring) | Data SSOT — CSV/JSON read-before-write, no narrative-data drift |
| 4 | designer-brainstormer | Tone & voice — pillar fidelity under parallel fan-out, alternative-tone risks |
| 5 | game-producer | Production readiness — stakeholder gates, ship gates, milestone alignment |
Anti-pattern: spawning ≥2 code-reviewer agents for design-doc validation. Code-reviewer cannot judge whether lore content serves the game’s pillars, whether tooltips drift from items.csv, or whether a story bible’s faction conflict reads as comedy vs. melodrama. Use designer-perspective agents.
- All skills above are designer-kit skills; invoke via the Skill tool
- For core T1K workflow skills (cook, fix, plan, test, review), see
skills/t1k-help/references/skill-domain-routing.md - Game design skills are advisory and documentation-focused — they produce design docs, not code
- Validation routing: code-reviewer is for code; designer-perspective agents are for design artifacts (see “Review & Validation” section above)