Designs or reviews a game's virtual economy: currencies, sources and sinks, progression pacing, rewards, and fair monetisation, with balance risks and tuning levers. Use when building a new economy or fixing inflation or grind.
Turns a rough game mechanic idea into a buildable spec: purpose, player fantasy, inputs and outputs, how it fits each gameplay loop, tuning values, edge cases, onboarding and playtest questions. Use before handing a mechanic to engineers or artists.
Creates a design document for one game level: goals, beats, player guidance, encounters, difficulty curve, and playtest questions. Use when planning a new level or reworking one that tests poorly.
Designs how non-player characters or enemies in a game decide what to do: experience goals, decision architecture, deliberate imperfections, difficulty tuning, performance limits and playtest metrics. Use when planning AI behavior for a game.
Design and mediagame-design
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