game-mechanics-designer

Designs gameplay loops, economies, and progression systems using MDA framework and balancing formulas.

Updated May 16, 2026
One-click install
npx skills add https://github.com/organvm-i-theoria/_agent-ontology --skill game-mechanics-designer-organvm-i-theoria
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-mechanics-designer
Source: https://github.com/organvm-i-theoria/_agent-ontology/tree/main/.agents/skills/game-mechanics-designer
Command: npx skills add https://github.com/organvm-i-theoria/_agent-ontology --skill game-mechanics-designer-organvm-i-theoria

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Game designers and developers often struggle to structure core loops, balance economies, and tune progression curves without a systematic framework, leading to unbalanced or unengaging gameplay. ## Core Features & Use Cases - Core Loop & Mechanic Design: Defines second-to-second and session-to-session gameplay using the MDA (Mechanics, Dynamics, Aesthetics) framework. - Economy & Progression Balancing: Applies mathematical formulas for XP curves, DPS, time-to-kill, loot tables, and source/sink economy balance. - Player Psychology Analysis: Maps features to Bartle player types (Achievers, Explorers, Socializers, Killers) and the eight MDA aesthetics. - Use Case: A developer building an RPG asks for a leveling system; the Skill produces an exponential XP curve, a balanced gold economy with sources and sinks, and a GDD-formatted design section. ## Quick Start Ask the agent to design a core gameplay loop and balanced progression system for your game concept, formatted as a Game Design Document section.

Frequently Asked Questions about game-mechanics-designer

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

FAQPage Schema
How do I design a core gameplay loop for my game?▼

Identify the atomic unit of fun the player repeats second-to-second, such as kill-loot-upgrade, then define the session-to-session meta-game. The Skill structures this using the MDA framework and outputs it as a GDD section.

What formula should I use for XP and leveling curves?▼

Use exponential growth (Base * Multiplier^Level) for RPG leveling where costs feel increasingly significant, or polynomial growth for smoother mid-game pacing. The balancing reference includes linear, logarithmic, and S-curve options with worked examples.

How do I balance a game economy with sources and sinks?▼

Total currency sources like quest rewards and drops must equal or slightly exceed sinks like repairs and upgrades to prevent deflation. The Skill provides a source/sink table and a time-to-earn ratio targeting one to two hours per meaningful upgrade.

What is the MDA framework in game design?▼

MDA stands for Mechanics, Dynamics, and Aesthetics: rules create emergent player behaviors, which produce emotional experiences. The reference covers eight aesthetics from Sensation to Submission and maps mechanics to the dynamics they enable.

How do I balance a game for different player types?▼

Use the Bartle taxonomy to identify whether your audience is Achievers, Explorers, Socializers, or Killers, then weight features accordingly. For example, leaderboards suit Achievers and Killers while hidden areas serve Explorers.

When should I use a pity system for loot drops?▼

Use a pity system when pure weighted random drops create frustrating droughts for rare items. It increases effective drop rate with each failed attempt or guarantees a drop after a threshold, smoothing player experience without changing stated rarity.