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player-experience-modeling

player-experience-modeling

github.com/lvtd-llcDesign & UI159 installsUpdated 7w ago
Repository

About player-experience-modeling

A skill for AI game-building agents that defines a game's intended player experience before systems are implemented. It turns player motivations, emotional goals, and pacing into an experience model and practical build implications.

Key features

  1. 01Behavior-based player model
  2. 02Emotional and motivational goals
  3. 03Motivation mapping
  4. 04Session-wide interest curve
  5. 05Implementation and telemetry implications

Use cases

  1. 01Setting a game's target player experience
  2. 02Planning onboarding and progression
  3. 03Shaping pacing across a play session
  4. 04Translating design goals into build constraints

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/lvtd-llc/skills --skill player-experience-modeling

After installing, type/player-experience-modelingin Claude Code to confirm it loaded.

Bundled filesreferences/core/guide.mdworkflows/experience-brief.md

Details

From the project README

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

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