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
- 01Behavior-based player model
- 02Emotional and motivational goals
- 03Motivation mapping
- 04Session-wide interest curve
- 05Implementation and telemetry implications
Use cases
- 01Setting a game's target player experience
- 02Planning onboarding and progression
- 03Shaping pacing across a play session
- 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-modelingAfter installing, type/player-experience-modelingin Claude Code to confirm it loaded.
Bundled filesreferences/core/guide.mdworkflows/experience-brief.md
Details
From the project READMEPlayer 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
- Define the target player by behavior and context, not demographic shorthand.
- Identify the desired emotional and motivational promise.
- Map pleasures, needs, novelty, mastery, and social drivers.
- Shape the interest curve across first minute, first session, midpoint, climax, and return session.
- 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.mdworkflows/experience-brief.md