AI-native game design, concept validation, and prototyping system by Paranoia
游戏设计操作系统 / 游思考 GameDesignOS
GameDesignOS turns expert game-design methods, evidence, experiments, proposals, and human decisions into reusable skills, stable contracts, and workspace-backed operating procedures. It helps game projects move from idea to validation without losing context between agent calls, documents, and milestones.
简体中文 · English · Runtime Foundation · Workspace · Workflows · Roadmap · Skills · Cases · License
Skills Version Runtime Domain Agent Ready Method
License: skill documents and tooling are released under the MIT License. The Paranoia name, logos, visual identity, and project branding are not licensed as trademarks.
GameDesignOS is the public-facing system name. Paranoia is the author identity and brand signature; the current installable modules remain packaged as Markdown skills.
v0.8.0 adds the optional project layer that turns the existing skill packages into a workspace-backed operating system.
| Layer | Purpose | Entry |
|---|---|---|
| Skill Kernel | Seven bounded specialist workflows | Current Skills |
| Contract Layer | Stable handoffs, schemas, and routing boundaries | contracts/ |
| Project Workspace | Durable concept, evidence, analysis, experiment, proposal, and decision assets | runtime/workspace-template/ |
| Runtime Interface | Host-agent integration and planned local CLI semantics | runtime/ |
Start a private workspace:
cp -R runtime/workspace-template ../my-game-designos
cd ../my-game-designosThen edit game.designos.yaml. Existing skill folders remain independently installable; the workspace layer is additive and backward compatible.
Read the product architecture, v0.8.0 MVP boundary, workflow routes, and roadmap.
Decision-first research prompt:
Use $paranoia-ai-system-evolver to audit this research or AI workflow with a Decision Object, current default action, decision boundary, EVPI/EVSI, signal-to-action map, the smallest high-VOI probe, and a stop rule.
GameDesignOS is an AI-native workflow system for game design, concept validation, and prototype planning. Its public base now consists of a Skill Kernel, Contract Layer, Project Workspace, and Runtime Interface.
The skills provide bounded expert behavior. Contracts make outputs interoperable. The workspace preserves project context. The runtime layer defines how a host agent or future CLI reads, routes, writes, validates, and stops at Human Gates.
It is not a scattered skill list or a prompt dump. It is closer to a compact operating system for serious game design work, with contracts that let skills hand work to each other instead of producing isolated prose:
media evidence -> evidence index -> issue cards -> ED handoff -> weekly experiments
one-line idea -> player-promise contract -> validation plan -> later media diagnosis
concept/evidence/production notes -> decision-ready proposal -> pitch or milestone gate
workflow change -> WOOP Task Card -> VOI/OODA probe -> eval -> Human Gate -> rollback
books and sources -> structured knowledge assets -> better references for future work
- Evidence-first: judgments point back to sources, screenshots, timestamps, sample evidence, or validation metrics.
- Contract-driven: concept briefs, evidence indexes, issue cards, ED handoffs, and validation plans can move across skills.
- Workspace-native: concepts, evidence, analysis, experiments, proposals, decisions, and retrospectives remain connected inside one project.
- Human-gated: agents can propose and structure work, but commitment-changing decisions are recorded by people.
- Decision-first information: before broad research, the system names the decision, current default action, decision boundary, signal-to-action map, information costs, and stop rule.
- Concept-to-validation: a promising idea becomes a seed, a player promise, a core loop, a scope gate, and a prototype test.
- Workflow-governed: useful behavior is written into
SKILL.md,references/,templates/, evals, Human Gates, and rollback paths. - Agent portable: Codex, Claude Code, OpenCode, or any Markdown-skill-capable agent can adapt the packages.
- Public/private safe: public examples stay synthetic, public, cleared, or marked
needs_review; real projects stay in your own environment.
Use $game-experience-analyzer to diagnose this PV or gameplay recording into sample boundary, timestamped evidence, Hook/Loop/Link/Surprise diagnosis, issue cards, and validation recommendations.
Use $game-concept-architect to turn this one-line game idea into concept seed extraction, design nucleus options, player promise contract, core loop, scope gate, and prototype validation plan.
Use $game-design-proposal-writer to turn this concept brief, validation plan, evidence notes, and production constraints into a decision-ready commercial proposal, indie dossier, publisher pitch, or vertical-slice document.
Use $paranoia-ai-system-evolver to upgrade this workflow with a WOOP Task Card, VOI, OODA, eval checks, Human Gate, and rollback.
Use $game-experience-density-optimizer to turn this first-session retention, pacing, or experience density problem into an ED diagnosis, CLP/SF/EB/AR/MD-min levers, a weekly A/B plan, instrumentation, dashboard fields, decision rules, and rollback gates.
For the full onboarding path, see Try It in 10 Minutes. Star this repo if you want more public game-analysis examples and portable agent-skill templates; more stars help prioritize better public demos, adapters, and reusable skill templates.
Start with one screenshot, gameplay recording, trailer/PV, or video link. Ask the skill for an evidence-linked report:
60-second demo: Game Experience Analyzer turns PV input into an evidence-linked report
Use $game-experience-analyzer to analyze this gameplay recording into timestamped evidence, feature exposure/unlock/first-use ledger, Hook/Loop/Link/Surprise diagnosis, and actionable fixes.
For concrete proof paths, continue to the cases below. The demo above shows the fast interaction pattern; the cases show reviewable outputs and their evidence boundaries.
If you are browsing on GitHub, start with these two cases. The first shows a single gameplay recording turning into a Game Experience Analyzer report; the second shows how public video evidence flows into an Experience Density experiment package.
| Case | Skill Route | What To Look For | Link |
|---|---|---|---|
《生存33天》41 min gameplay recording |
$game-experience-analyzer |
A recording sample becomes timestamped evidence, visual evidence cards, feature exposure/unlock/first-use ledger, early-loop diagnosis, UI/guide risks, and validation-ready fixes. Source status: needs_review. |
Open report |
《冒险家艾略特的千年奇谭》Demo |
$game-experience-analyzer -> $game-experience-density-optimizer |
Public video frames become an ED evidence gate, metric horizon, screenshot evidence cards, variant matrix, instrumentation, and rollback rules. | Open case |
For ongoing work, start a project workspace so context persists. For a one-off task, you can still call a skill directly.
cp -R runtime/workspace-template ../my-game-designos
cd ../my-game-designosEdit game.designos.yaml, keep private material outside this public repository, and use the workflow guides to decide which assets should be created next.
| What you have | Use this skill | What you get |
|---|---|---|
| Screenshot, recording, PV/trailer, or video link | $game-experience-analyzer |
A game experience report with timestamps, evidence, issue priorities, game dissection, mechanic transfer boundaries, and validation plans |
| One-line game idea | $game-concept-architect |
Concept seed, player verbs, action-goal alignment, player promise, core loop, scope gate, and validation plan |
| Concept, evidence, validation notes, or production constraints | $game-design-proposal-writer |
Decision-ready commercial proposal, indie design dossier, publisher pitch, one-page memo, or vertical-slice document |
| Prompt, workflow, schema, or agent rule | $paranoia-ai-system-evolver |
A WOOP/VOI/OODA/eval/Human Gate/rollback-backed evolution proposal |
| English game design chapter or essay | $game-design-book-translator |
Professional Chinese design translation with reviewable terminology |
| Articles, videos, creators, or websites | $game-design-source-curator |
Maintainable game design knowledge-base entries |
| Retention, pacing, feedback, embodiment, atmosphere, or cognitive-load problem | $game-experience-density-optimizer |
ED diagnosis, weekly A/B variants, instrumentation, dashboard fields, and rollback gates |
Call a skill directly in an agent environment that supports skill loading:
Use $game-experience-analyzer to analyze this gameplay recording into timestamped evidence, design lenses, heat potential, foresight windows, Go/No-Go, and validation recommendations.
Use $game-experience-analyzer to dissect this game into player verbs, action-goal alignment, uncertainty sources, system dynamics, content flow, audience desire, transfer boundaries, and validation recommendations.
Use $paranoia-ai-system-evolver to upgrade this prompt/workflow/schema with a WOOP Task Card, VOI, OODA, evals, Human Gate, and rollback.
Use $game-design-book-translator to translate and polish this game design chapter into professional Chinese, including terminology and figure captions.
Use $game-design-source-curator to review these game design sources and turn accepted items into a maintainable local knowledge base.
Use $game-concept-architect to turn this one-line game idea into a concept seed, player verbs, action-goal alignment, player promise, core loop, scope gate, production feasibility check, and prototype validation plan.
Use $game-design-proposal-writer to assemble this research, concept brief, evidence index, validation plan, and team constraints into a publisher pitch outline with proof of play, scope gate, budget assumptions, risks, and decision request.
Use $game-experience-density-optimizer to turn this first-session experience density problem into CLP/SF/EB/AR/MD-min diagnosis, rollbackable weekly variants, telemetry events, dashboard fields, and pre-registered decision rules.
If your tool supports local skills, copy the target folder into that tool's skill directory:
game-experience-analyzer/
paranoia-ai-system-evolver/
game-design-book-translator/
game-design-source-curator/
game-concept-architect/
game-experience-density-optimizer/
game-design-proposal-writer/
After installation, check that the SKILL.md frontmatter name matches the folder name, and that relative links inside references/, templates/, and examples/ still resolve.
Seven visible entry points cover the full GameDesignOS path: concept, evidence, proposal, experience-density iteration, workflow governance, and durable knowledge assets.
Turn a one-line idea into a seed, player verbs, action-goal alignment, player promise, core loop, scope gate, and validation plan. Analyze game experience
Convert screenshots, recordings, trailers, and video links into evidence-first diagnosis, game dissection, and mechanic-transfer judgment. Assemble proposals
Turn research, concept contracts, evidence notes, validation plans, and production constraints into review-ready proposals and pitches. Optimize experience density
Turn retention, pacing, feedback, embodiment, atmosphere, and cognitive-load issues into weekly ED experiments.
Upgrade prompts, schemas, evals, memory, and tool routing through WOOP, VOI, OODA, gates, and rollback. Translate design knowledge
Transform serious game design books and chapters into professional Chinese design writing. Curate sources
Turn scattered articles, videos, creators, columns, and websites into a durable game design knowledge base.
For the compact proof-path list, see the showcase index.
GameDesignOS v0.8.0 is organized as four product layers plus cross-cutting governance:
- Skill Kernel
game-concept-architect/: one-line idea -> verifiable design blueprint.game-experience-analyzer/: media/sample -> evidence-linked diagnosis.game-experience-density-optimizer/: bounded experience problem -> weekly experiment.game-design-proposal-writer/: concept/evidence/constraints -> decision-ready proposal.paranoia-ai-system-evolver/: workflow/schema/eval change -> controlled evolution.game-design-book-translator/: design texts -> professional Chinese design writing.game-design-source-curator/: scattered sources -> durable knowledge base.
- Contract Layer
contracts/: routing, skill handoffs, project manifests, asset indexes, and decision logs.
- Project Workspace
runtime/workspace-template/: project identity, lifecycle directories, asset registry, and Human Gates.
- Runtime Interface
- Governance
- evidence boundaries, public/private separation, evals, Human Gates, and rollback apply across every layer.
Private overlays, real project data, client examples, credentials, and local studio rules should live outside this public repository. Users may still run any skill directly without adopting a workspace.
| Skill | One-line Use | Best For | Package |
|---|---|---|---|
| Game Experience Analyzer | Turns screenshots, gameplay recordings, trailers/PVs, and video links into evidence-first Chinese game design reports. | Early experience, mechanics, game dissection, mechanic transfer, holistic product analysis, MDA, systems-narrative fusion, single-player flow, genre strategy, heat prediction, foresight windows, monetization, UX. | game-experience-analyzer/ |
| Paranoia AI System Evolver | Turns prompt, workflow, memory, schema, tool-routing, and eval changes into controlled system evolution. | WOOP Task Cards, VOI/OODA, model compression, causal mediators, Human Gate, rollback, validated upgrades. | paranoia-ai-system-evolver/ |
| Game Design Book Translator | Produces professional Chinese game design translations that read like serious design writing. | Terminology, chapters, figures, captions, tables, QA, source-boundary checks. | game-design-book-translator/ |
| Game Design Source Curator | Converts scattered game design sources into a durable local knowledge base. | Source screening, scoring, HTML archives, registries, update history, design experiment cards. | game-design-source-curator/ |
| Game Concept Architect | Turns one-line game ideas into verifiable concept briefs with seed extraction, player verbs, action-goal alignment, player promises, core loops, scope gates, and prototype validation plans. | Indie game ideation, pitch shaping, external feasibility, platform/business fit, MVP/vertical slice planning, production constraints. | game-concept-architect/ |
| Game Experience Density Optimizer | Turns experience density, retention, pacing, feedback, embodiment, atmosphere, and cognitive-load problems into weekly ED experiments. | First-session tuning, prototype feel, live-ops micro tests, A/B variants, telemetry dictionaries, dashboard specs, rollback gates. | game-experience-density-optimizer/ |
| Game Design Proposal Writer | Turns research, concept contracts, evidence notes, validation plans, production constraints, and business goals into decision-ready game proposals. | Commercial product proposals, indie design dossiers, publisher/investor pitches, one-page decision memos, demo and vertical-slice planning. | game-design-proposal-writer/ |
- Competitor experience review: turn a gameplay recording into a timeline, feature ledger, loop diagnosis, issue priority, and concrete fixes.
- Game dissection and mechanic transfer: break a sample into player verbs, goal layers, uncertainty, system dynamics, content flow, audience desire, playable theme, and transfer boundaries.
- Trailer heat prediction: evaluate first seconds, one-line value proposition, proof of play, channel fit, conversion path, and validation plan.
- Foresight opportunity: judge whether a genre, theme, or mechanic still has a window; casual/light defaults to 1-3 months, micro/midcore-heavy defaults to 3-6 months.
- Source curation: turn articles, videos, creators, columns, and websites into searchable, citable, experiment-ready design knowledge.
- Professional translation: translate game design books or essays while preserving terminology, argument structure, and figure context.
- Workflow evolution: promote useful agent behavior into candidate rules with evals, Human Gate, and rollback.
- Cross-skill handoff: move from concept promise to media diagnosis to ED experiment through shared contracts instead of rewriting context by hand.
- Concept feasibility: turn a one-line idea into concept seed extraction, player verbs, action-goal alignment, player promises, core loop design, scope gate, production feasibility, and prototype validation.
- Proposal assembly: turn validated concepts, source notes, evidence, risks, and production constraints into reviewable commercial proposals, indie dossiers, pitch outlines, or vertical-slice documents.
- Experience density experiments: turn first-session, pacing, feedback, embodiment, atmosphere, or cognitive-load issues into weekly ED experiments with metrics and rollback gates.
Read the repository as a GameDesignOS public base rather than a normal asset folder.
| Layer | Paths | Purpose |
|---|---|---|
| Skill Kernel | game-experience-analyzer/, game-concept-architect/, game-design-proposal-writer/, paranoia-ai-system-evolver/, game-design-book-translator/, game-design-source-curator/, game-experience-density-optimizer/ |
Independently installable specialist packages. |
| Contract Layer | contracts/ |
Skill handoffs, routing, project manifest, asset index, and decision-log schemas. |
| Runtime Foundation | runtime/ |
Workspace template, lifecycle rules, and planned CLI command contracts. |
| Product and workflows | docs/product/, docs/workflows/ |
Product boundary, architecture, roadmap, and end-to-end project routes. |
| Public onboarding and proof | README*, docs/, releases/ |
Onboarding, release history, public-safe examples, and proof paths. |
| Adapters and validation | adapters/, .github/, scripts/ |
Host integration, CI, repository checks, and behavior evals. |
| Governance and media | CONTRIBUTING.md, LICENSE, assets/ |
Contribution boundary, licensing, and public visual assets. |
Most skills follow this structure:
SKILL.md -> agent entrypoint, triggers, workflow, boundaries
references/ -> methods, scoring rules, routers, gates, validation playbooks
templates/ -> reusable forms and output structures
examples/ -> reviewable example outputs
agents/ -> metadata for agent environments that support it
evals/ -> regression prompts and expected behavior
GameDesignOS supports two compatible modes.
Copy the workspace template outside this public repository, edit game.designos.yaml, and use the workflow guides to route work and save durable project assets.
cp -R runtime/workspace-template ../my-game-designos
- Copy or sync a skill folder into your agent skill directory.
- Confirm the
SKILL.mdfrontmatternamematches the folder name. - Trigger the skill by
$skill-nameor natural language. - Validate JSON/YAML, reference paths, and examples according to the skill README or
SKILL.md.
The workspace layer does not prevent direct skill use.
Run these commands from the repository root:
python scripts/validate_repo.py
python scripts/validate_skill.py game-experience-analyzer
python scripts/validate_skill.py game-concept-architect
python scripts/validate_skill.py game-experience-density-optimizer
python scripts/validate_skill.py game-design-proposal-writer
- v0.8.0 — Runtime Foundation: workspace template, workspace contracts, product architecture, workflow routes, and validation.
- v0.9.0 — Local Runtime Prototype: initialize, inspect, route, create, validate, and pack local workspaces.
- v1.0.0 — Project-Ready GameDesignOS: asset graph, Human Gate queue, project dashboard, private overlays, and end-to-end cases.
See the capability-gated product roadmap.
Skill documents and tooling in this repository are released under the MIT License.
The Paranoia name, logos, visual identity, and project branding are not licensed as trademarks. Examples may have their own source_status, case_type, or source metadata; check each example's frontmatter before reuse.
Each skill is an independently installable package. Keep SKILL.md as the runtime entrypoint, put durable methods in references/, reusable forms in templates/, examples in examples/, and regression checks in evals/.
Public examples, evals, assets, showcases, and release notes must use synthetic, public, or explicitly cleared material. See CONTRIBUTING.md before submitting repository-facing content.
Evidence before opinion.
Feasibility before scope.
Workflow before one-off prompts.
VOI before research.
Eval before promotion.
Rollback before confidence.
Depending on feedback and maturity, future additions may include AI + indie game production packages such as:
indie-game-production-master: full-cycle indie production from idea validation, GDD/Gates, prototyping, playtesting, AI asset pipelines, Steam/release strategy, and postmortem writeback.godot-ai-game-production: Godot + AI production covering project scaffolding, design truth, data contracts, asset pipelines, headless/keyshot validation, Demo/Release Gates, and engineering retrospectives.