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Arshis Full-Cycle Game Design

Professional Updated 2026.08.30

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About this skill

Problems It Addresses

Game design work often breaks down in concrete handoff gaps: worldview, systems, numerics, levels, and monetization conflict with each other; documents stay conceptual and lack executable tables for engineering, art, and QA; small teams over-scope projects instead of building a playable prototype first. Arshis Full-Cycle Game Design treats those gaps as deliverable design assets rather than generic advice.

How It Works

  • Document generation: covers worldview, systems, numerics, levels, UI/UX, story, and operations, producing project-style documentation plus Excel/CSV configuration templates, program/art/QA requirement notes, and Mermaid flowcharts.
  • Review and optimization: checks completeness, consistency, technical/cost/time risk, player experience, and monetization, then offers competitor-informed recommendations.
  • Numerics and monetization: supports attributes, growth curves, damage/resource formulas, economic loops, gacha, battle pass, subscription, skins, activity cycles, pricing strategy, and benchmark frameworks such as pay rate / ARPU / LTV.
  • Concept filtering: follows a route like 10 breakpoints -> matrix generation -> 5 concepts -> novelty filter -> quality check -> scoring -> MVP plan, grades novelty across Reskin / Rule / Player behavior / Emotional levels, and regenerates concepts that miss thresholds for Originality, Gameplay Impact, Indie Feasibility, or Prototype Potential.
  • Technical and indie constraints: accounts for Unity-friendly implementation, 1-5 person teams, single-screen prototypes, one memorable mechanic, and rendering / CPU / memory / network concerns.

Scope And Cautions

It is useful for drafting document skeletons, reviewing proposals, and planning early prototypes; actual engine implementation, server deployment, and live operations still require team execution. The stated quality metrics describe generation goals, not guaranteed production readiness.

Use Cases

  • During commercial project kickoff, structure worldview, systems, numerics, levels, and UI into reviewable docs.
  • Before an indie prototype, generate five filtered concepts from ten breakpoints and define MVP scope.
  • While reviewing combat and economy systems, check numerical consistency, risks, and gacha/battle pass strategy.
  • Deliver config table templates, flowcharts, Unity/Cocos/UE assessment, and team sizing to engineering and QA.

Best For

  • Game designers who need scattered system ideas turned into complete, consistent, deliverable docs.
  • Indie developers who want 1-5 person scope and a Unity single-screen prototype around one core mechanic.
  • Numerical designers who need growth curves, damage formulas, resource inflation, and PVE/PVP balance analysis.
  • Producers who compare Unity/UE/Cocos, server architecture, budget, and schedule risks before kickoff.