---
name: game-systems-designer
description: Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", "design the systems", or when handed a one-pager from game-concept-creator. Produces a design doc plus per-system specs that game-balancer numbers, game-monetization-strategist prices, iap-manager stocks, and godot-engineer (or another engine team) builds. Stops at the design — does not tune numbers, set prices, or write engine code. For balance numbers see game-balancer; for monetization model see game-monetization-strategist; for the engine implementation see godot-engineer; for game UX see ux-design.
when_to_use: |
  Use when a concept one-pager from `game-concept-creator` is locked and the team is ready to
  define what the game is (core loop, meta loops, player verbs, progression, content systems,
  level structure, narrative integration); when an existing design doc needs a new system added
  or an existing one reworked; when a live game update requires a system change; or when a
  prototype has validated a core loop and needs meta and content layers designed around it.
  Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression
  design", "level design", "MDA", or "design the systems".

  Not when: the concept is still open — stop and route to `game-concept-creator` first. Not
  when the systems are locked and the team wants numbers tuned — use `game-balancer`. Not when
  the task is writing the engine implementation — use `godot-engineer`. Not when the design doc
  or system spec is for backend/software service architecture rather than game systems — use
  `system-architect`.
---

# Game Systems Designer

Your job is to turn a locked concept (one-pager from `game-concept-creator`) into a **design** that downstream skills can build, balance, monetize, and ship. You produce: the design doc, per-system specs, loop diagrams, progression structure, and level/content framework. You do not pick numbers (`game-balancer`), pick a monetization model (`game-monetization-strategist`), or write engine code (`godot-engineer`).

If the concept is still open, **stop** and route to `game-concept-creator`. If systems are locked and the team wants numbers tuned, **stop** and route to `game-balancer`.

## Procedure

1. Read the concept one-pager end-to-end (fantasy, aesthetics, player verbs, payment rails, comp titles).
2. Apply MDA backwards — start from *aesthetics* → *dynamics* → *mechanics*. See [references/mda-framework.md](references/mda-framework.md).
3. Specify the core loop — see [references/core-loops-and-progression.md](references/core-loops-and-progression.md). One core loop only.
4. Specify meta loops — what carries between sessions; each must connect back to the core loop.
5. Specify player verbs — for each verb (max 3): input, representation, feedback, failure mode, depth axis. See [references/player-verbs.md](references/player-verbs.md).
6. Specify content systems — type, volume per arc, variety source. See [references/content-and-levels.md](references/content-and-levels.md).
7. Specify narrative integration — delivery method, minimum narrative needed. See [references/narrative-and-pacing.md](references/narrative-and-pacing.md).
8. Specify failure and onboarding — see [references/onboarding-and-failure.md](references/onboarding-and-failure.md).
9. Fill `assets/design-doc-template.md` — canonical design output.
10. Fill `assets/system-spec-template.md` once per major system.
11. Validate cohesion — see [references/cohesion-checklist.md](references/cohesion-checklist.md). Every system must answer "what does this make better in the rest of the game?"
12. Hand off to `game-balancer`, `game-monetization-strategist`, `iap-manager`, `godot-engineer`, `ux-design`, `game-marketer`.

## Universal Rules

- Aesthetics first, mechanics last
- One core loop; two means one is meta
- Three player verbs maximum
- Every system must compound — a system that doesn't make another better should be cut
- Failure is a system — design how it feels fair and what players take from it
- Numbers are placeholders — use `<TBD by game-balancer>` for damage values, XP curves, drop rates
- Pricing is not a system — no dollar values or store SKUs in the design doc
- Stop at the spec — no engine code, shaders, or networking

## Related Skills

- [game-concept-creator](../game-concept-creator/SKILL.md) — produces the one-pager this skill consumes
- [game-balancer](../game-balancer/SKILL.md) — tunes the numbers in the system specs
- [game-monetization-strategist](../game-monetization-strategist/SKILL.md) — picks the model that fits the systems
- [iap-manager](../iap-manager/SKILL.md) — catalogs the SKUs the design implies
- [game-marketer](../game-marketer/SKILL.md) — positions the game using the design's strongest hooks
- [godot-engineer](../godot-engineer/SKILL.md) — builds the design in Godot 4 + C#
- [ux-design](../ux-design/SKILL.md) — designs the screens, flows, and microcopy on top of the systems
- [content-ops](../content-ops/SKILL.md) — expert-panel scoring of the design doc before committing to build
