game-design

Plan Decentraland game loops, scene architecture, and performance budgets for SDK 7 scenes.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill game-design-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-design
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/game-design
Command: npx skills add https://github.com/stom66/dcl-bowling --skill game-design-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing a Decentraland scene means working within hard constraints — no startup screen, no forced game-over, no player eviction, strict per-parcel triangle and entity budgets — and this Skill turns those constraints into concrete design decisions before any code is written. ## Core Features & Use Cases - Game loop and MVP planning: Define a one-sentence core loop, prototype in 1-2 parcels with placeholder shapes, and validate with a 30-second zero-explanation test using the included MVP checklist. - Performance and scene budgeting: Apply the 10,000 triangles / 200 entities per parcel rule, object pooling, LOD, draw-call reduction, and throttled systems to stay within scene limits. - UX, input, and multiplayer design: Design for desktop and mobile inputs, spatial UI, onboarding, engagement loops, and server-authoritative anti-cheat for competitive scoring. - Use Case: You want to build a multiplayer bowling game in Decentraland. Use this Skill to define the core loop, choose a competitive archetype with server-authoritative scoring, plan parcel budgets, and design onboarding before writing any TypeScript. ## Quick Start Ask the agent to help you design a Decentraland game concept, including its core loop, scene layout, and performance plan.

Frequently Asked Questions about game-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a game for Decentraland?▼

Start by defining a one-sentence core loop describing what the player does, then prototype in 1-2 parcels with primitive placeholder shapes. Test with real players and confirm a new player understands the first action within 30 seconds before adding secondary features.

What are the scene limits for a Decentraland parcel?▼

The rule of thumb is 10,000 triangles and 200 entities per parcel, with most limits scaling by parcel count. Textures must be power-of-two dimensions such as 512 or 1024, and texture atlases reduce draw calls and material count.

How do I prevent cheating in a Decentraland competitive game?▼

Make the scene server-authoritative: clients send intent messages only, never scores, and the server validates actions like proximity to objectives and is the sole writer of game state. Admin actions should be gated server-side against an allow-list of verified senders.

Does Decentraland support mobile players in games?▼

Yes, but mobile has no keyboard, so design around pointer input and on-screen buttons using TouchScreenControls and UiInputBinding. Detect the platform with isMobile() from @dcl/sdk/platform to branch UI and controls.

Why can't I show a startup screen or force a game over in Decentraland?▼

Decentraland scenes are always live in a shared world with no splash screen, and players can leave at any time by walking away. Design drop-in/drop-out loops and gate opening cinematics on EngineInfo.sceneHidden flipping to false after the loading screen fades.