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game-design-emotional-canvas游戏设计情感画布

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

总安装

3,096

周安装

133

GitHub Stars

公开资料未说明

下载量

1,085
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-emotional-canvas(游戏设计情感画布)
来源仓库:https://github.com/stanestane/game-design-emotional-canvas
安装命令:
openclaw skills install game-design-emotional-canvas
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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openclaw skills install game-design-emotional-canvas

简介

game-design-emotional-canvas 定义并优化游戏场景的情感氛围与情绪曲线。

  • 适用于剧情关卡、Boss 战等需要强烈情绪共鸣的设计环节。
  • 提供结构化模板梳理认同感、气氛变化与感官刺激策略。
  • 作为效率类工具,显著缩短情绪设计的时间成本。
  • 实施时应考虑目标受众的文化背景与情感敏感度差异。

SKILL.md

name
game-design-emotional-canvas
description
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, aligning art/audio/narrative around one emotional promise, or reviewing whether new content reinforces or dilutes the intended mood.

Game Design Emotional Canvas

Center design conversations on feeling.

Use this skill to help a game concept feel like something specific, memorable, and emotionally coherent. Keep the work high-level. Focus on emotional identity, tone, atmosphere, and sensory direction rather than detailed mechanics, balancing, systems design, or production planning.

Treat emotion as a first-class creative target. A game can be functional, polished, and content-rich while still feeling emotionally anonymous. This skill exists to prevent that.

What to produce

Generate a compact emotional canvas with these outputs:

  1. Target feeling - the dominant emotional promise
  2. Emotional field - adjacent and opposing feelings
  3. Emotional palette - sensory and aesthetic ingredients that reinforce the feeling
  4. Anti-patterns - choices that weaken or break the mood
  5. Design heuristics - short creative principles for future reviews
  6. Moodboard brief - a handoff-ready summary for adjacent disciplines

Working stance

Stay evocative, clear, and a little poetic when useful.

Do not drift into detailed feature design unless the user explicitly asks for it. Keep the conversation centered on vibe, fantasy, atmosphere, emotional texture, and player aftertaste.

Prefer one strong feeling over a muddy blend.

Process

1. Name the target feeling

Identify the dominant feeling the experience should leave behind.

Ask:

  • What should the player feel most strongly?
  • What emotional aftertaste should remain after a session?
  • What emotional promise is this game making?

Write:

  • Target feeling
  • Short definition
  • Why it matters

Keep this singular and clear.

2. Describe the emotional texture

Translate the target feeling into language.

List:

  • adjectives
  • sensations
  • emotional tensions
  • states of mind
  • social or atmospheric qualities

This should describe not just what the feeling is, but how it feels in the body and imagination.

3. Map the emotional field

Clarify what sits near the target feeling and what pulls against it.

Include:

  • Adjacent feelings - emotions that support, shade, or enrich the target
  • Contrasting feelings - emotions that weaken, flatten, or contradict it

Use this to avoid vagueness.

4. Build the emotional palette

Translate the feeling into concrete but high-level creative ingredients.

Cover only the domains that matter for the current task.

Possible domains:

  • Visuals - color, lighting, softness, contrast, density, shape language
  • Materials - textures, surfaces, age, tactility, polish, roughness
  • Audio - ambience, silence, warmth, sharpness, rhythm, tone
  • Environment - weather, openness, shelter, clutter, scale, intimacy
  • Objects - props, motifs, symbolic items, recurring imagery
  • Characters - presence, body language, relationship energy, emotional role
  • Narrative tone - implied stories, voice, restraint, sentiment, mystery

Stay at the level of mood and aesthetic direction. Do not turn this into a mechanics checklist.

5. Identify emotional anti-patterns

List the elements that would break the intended feeling.

Look for:

  • tonal clashes
  • visual contradictions
  • emotional overstatement
  • flattening language
  • mood-breaking presentation
  • elements that feel too sterile, too noisy, too cheerful, too harsh, or too explicit for the target feeling

Frame each anti-pattern in terms of why it damages the vibe.

6. Turn the feeling into heuristics

Create 5-8 short creative principles that can guide later reviews.

Write them as directional preferences, such as:

  • softness over harshness
  • suggestion over explanation
  • intimacy over spectacle

These should feel memorable enough to use in critique, ideation, and alignment conversations.

7. Evaluate the concept holistically

Review whether the current concept, feature, or theme actually expresses one emotional center.

Ask:

  • What is the strongest emotional signal right now?
  • What feels emotionally flat or generic?
  • What feels off-brand even if it is otherwise useful?
  • Is the intended feeling visible early?
  • Does the atmosphere remain coherent across the whole concept?

Keep this evaluation qualitative.

8. Write a moodboard brief

End with a brief that another creative discipline could use immediately.

Include:

  • Target feeling
  • Three defining descriptors
  • Adjacent feelings to lean into
  • Contrasting feelings to avoid
  • Visual references to seek
  • Audio references to seek
  • Narrative tone
  • No-go elements

Response structure

Use this structure unless the user asks for something else:

Target Feeling

  • ...

Emotional Texture

  • ...

Emotional Field

  • Adjacent: ...
  • Contrasting: ...

Emotional Palette

  • Visuals: ...
  • Materials: ...
  • Audio: ...
  • Environment: ...
  • Objects: ...
  • Characters: ...
  • Narrative tone: ...

Anti-Patterns

  • ...

Design Heuristics

  1. ...
  2. ...
  3. ...

Evaluation

  • Strongest emotional signal: ...
  • Weakest or conflicting signal: ...
  • Overall coherence: ...

Moodboard Brief

  • ...

Fast mode

Use this quick pass when speed matters:

  • What should the player feel?
  • What feelings enrich it?
  • What feelings break it?
  • What sensory ingredients reinforce it?
  • What currently feels emotionally generic or off-vibe?

References

Read these only when useful:

  • references/examples.md for sample emotional targets and example emotional fields
  • references/prompts.md for extra workshop-style prompts and facilitation questions

Working principle

Players do not only remember what a game lets them do. They remember the atmosphere it leaves behind.

Use this skill when the design feels competent but emotionally vague.

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能力 5

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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