lvtd-llc/skills

game-story-world-character

Design or evaluate game story, world, characters, spaces, presence, aesthetics, and indirect control. Use when adding narrative, quests, levels, environments, character arcs, worldbuilding, environmental storytelling, or emotional context to gameplay.

First seen Jun 22, 2026

Installation

$ npx skills add lvtd-llc/skills --skill game-story-world-character

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from lvtd-llc/skills · top by installs.

npx skills add lvtd-llc/skills

Browse all from lvtd-llc/skills

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 1
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.1.0
LicenseMIT
CompatibilityCodex, Claude Code, and other Agent Skills-compatible clients.
Declared agents claude-code codex
More metadata
version
0.1.0
displayName
Game Story World Character
category
Game Development
tags
game-design,narrative,worldbuilding,characters,level-design

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,183 B
  • docs SUMMARY.md 285 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 67 installs

SKILL.md

Game Story World Character

Use this skill to make narrative and world design serve play instead of competing with it. The output should give the coding agent clear content structures, state needs, triggers, and constraints.

Source Traceability

Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 17-23 on story, indirect control, worlds, characters, spaces, presence, and aesthetics. The workflow is transformed and paraphrased.

Supporting source: MDA for separating authored mechanics from player-experienced dynamics and aesthetics.

Workflow

  1. Define the role of story: premise, motivation, context, consequence, mystery, comedy, identity, or emotional payoff.
  2. Align story beats with player action and system state.
  3. Use indirect control through goals, affordances, layout, rewards, information, and character cues.
  4. Specify world rules, character functions, spaces, mood, and aesthetic constraints.
  5. Convert narrative intent into implementable triggers, content schema, and test cases.

Required Output

  • Narrative Function: why the game needs story or world detail.
  • Story-Gameplay Map: beats tied to player actions and system state.
  • World Rules: facts, boundaries, tone, and contradictions to avoid.
  • Character Specs: role, desire, behavior hooks, dialogue constraints, and gameplay purpose.
  • Implementation Notes: state flags, triggers, content data, level cues, and tests.

Local References

Before producing a story/world spec, read:

  • references/core/guide.md
  • workflows/narrative-systems-spec.md