Arshis Full-Cycle Game Design
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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, andoperations, producing project-style documentation plusExcel/CSVconfiguration templates, program/art/QA requirement notes, andMermaidflowcharts. - 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 acrossReskin / Rule / Player behavior / Emotionallevels, and regenerates concepts that miss thresholds forOriginality,Gameplay Impact,Indie Feasibility, orPrototype Potential. - Technical and indie constraints: accounts for
Unity-friendly implementation, 1-5 person teams, single-screen prototypes, one memorable mechanic, andrendering / CPU / memory / networkconcerns.
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.
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