gd-progression-design

Designs XP curves, level tables, skill trees, and content gating systems for games.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-progression-design-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-progression-design
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-progression-design
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-progression-design-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game designers often struggle to structure progression systems that keep players engaged, resulting in flat leveling, unrewarding unlocks, or punishing prestige mechanics. This Skill provides a structured workflow for designing XP curves, skill trees, content gates, and prestige loops. ## Core Features & Use Cases - XP Curve Generation: Select from linear, exponential, polynomial, or S-curve formulas and output a complete level table with cumulative XP, unlocks, and estimated time. - Skill Tree & Unlock Design: Map branches, define prerequisites, and balance opportunity cost so no path is obviously wrong. - Content Gating Strategy: Classify gates as hard, soft, or discovery-based and map features to unlock conditions. - Use Case: A designer building an RPG asks for a 30-level progression system and receives a full level table with an S-curve XP formula, visible rewards per level, and a prestige loop that feels like a meaningful choice. ## Quick Start Design a 20-level XP progression system with an S-curve, unlock rewards per level, and a prestige mechanic for my RPG.

Frequently Asked Questions about gd-progression-design

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

FAQPage Schema
How do I design an XP curve for a game leveling system?▼

Choose a curve type based on design intent: linear for predictable tutorials, exponential for mid-game engagement, polynomial for smooth acceleration, or S-curve for long-term retention. Then generate a level table with XP required, cumulative XP, unlocks, and estimated time per level.

How to design a balanced skill tree with no bad choices?▼

Map the tree's branches, define prerequisites between nodes, and balance opportunity cost so every branch remains viable. Avoid obviously wrong paths by ensuring each branch offers comparable value for different playstyles.

What is the difference between hard and soft content gates?▼

A hard gate blocks access entirely until a condition like a level requirement is met. A soft gate allows access but makes content difficult, such as a recommended level, while a discovery gate hides content until triggered.

When should I use a prestige or rebirth mechanic?▼

Use prestige systems when players exhaust endgame content and need a renewed motivation loop. The reset must feel like a meaningful choice with tangible prestige bonuses, not a punishment for progress.

Why does my game progression feel flat to players?▼

Progression feels flat when level-ups lack visible rewards or pacing is too slow early on. Keep the first five levels under ten minutes total and ensure every level-up grants a visible reward, not just a number change.