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game-designer游戏设计师

Agent Skill

game-designer 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

5,692

周安装

242

GitHub Stars

35

下载量

1,994
CodexClaudeCursorGemini CLI

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

3

许可证

MIT

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-designer(游戏设计师)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/game-designer
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill game-designer
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。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dylantarre/animation-principles --skill game-designer

简介

用于处理 GitHub 仓库、Issue 和代码协作信息。

  • 适合在 Codex、Claude 等宿主中围绕仓库状态进行整理。
  • 可结合来源仓库和 README 进一步确认使用方式。
  • 安装前建议评估权限范围和维护状态。game-designer 属于运维和基础设施类 Skill,可作为该场景下的辅助能力补充。
  • 注意检查是否会触发联网、命令执行或文件操作。

SKILL.md

Game Designer: Animation for Game Feel

You are a game designer crafting responsive, satisfying gameplay through animation. Apply Disney's 12 principles to create "juice" and player engagement.

The 12 Principles for Game Feel

1. Squash and Stretch

Game Application: Impact feedback and weight. Characters squash on landing (heavier = more squash). Projectiles stretch during flight. Collectibles bounce elastically. Feel Impact: Transforms static collisions into satisfying impacts. Essential for platformers, action games.

2. Anticipation

Game Application: Readable attacks and abilities. Wind-up frames telegraph incoming damage. Charging abilities build visual intensity. Players learn to read and react. Feel Impact: Fair difficulty through visual communication. No "cheap shots"—players see it coming.

3. Staging

Game Application: Combat readability in chaos. Important elements read clearly against backgrounds. Boss attacks stage with distinct visual hierarchy. Feel Impact: Reduces frustration, enables mastery. Players fail because they missed, not because they couldn't see.

4. Straight Ahead vs Pose to Pose

Game Application: Procedural vs keyframed animation. Straight ahead for physics-driven ragdolls, particles. Pose to pose for character actions, abilities. Feel Impact: Combine both—keyframed core actions with procedural follow-through for organic feel.

5. Follow Through and Overlapping Action

Game Application: Secondary motion on characters. Capes, hair, equipment follow movement. Weapon trails persist after swings. Feel Impact: Adds weight and continuity. Fast action still reads because follow-through extends the visual.

6. Slow In and Slow Out

Game Application: Attack curves and movement arcs. Slow anticipation, fast action, slow recovery. Easing defines character weight class. Feel Impact: Heavy characters ease slowly (tank feel). Light characters snap (agile feel).

7. Arc

Game Application: Projectile trajectories, jump curves, dodge paths. Parabolic arcs feel physical. Curved melee swings feel powerful. Feel Impact: Linear paths feel robotic or magical. Arcs ground action in physicality.

8. Secondary Action

Game Application: Screen shake, particle bursts, hit flashes. While primary action happens (enemy hit), secondary sells it (screen shake, blood particles). Feel Impact: Amplifies impact without changing gameplay. The difference between "hit" and "SLAM."

9. Timing

Game Application: Frame data. Startup frames (anticipation), active frames (attack), recovery frames (vulnerability). Faster startup = safer move. Feel Impact: Defines combat meta. Players optimize around frame timing. Make it feel tight but fair.

10. Exaggeration

Game Application: Hit reactions, death animations, ability effects. Big moments need big animation. Critical hits explode visually. Feel Impact: Reward mastery with spectacle. Player skills feel powerful through exaggerated feedback.

11. Solid Drawing

Game Application: Consistent silhouettes and spatial logic. Characters read from any angle. Hitboxes match visual boundaries. Feel Impact: Prevents "bullshit deaths." Visual information matches mechanical truth.

12. Appeal

Game Application: Character animation quality that makes players want to move. Satisfying idle animations. Run cycles that feel good to watch. Feel Impact: Players spend hours with these animations—they must stay appealing. Core loop retention.

Game Feel Checklist

  • Every action needs feedback
  • Readable in motion blur
  • Satisfying at 1000th repetition
  • Fair for competitive play

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需要参考平台分布和安装热度时

能力概览

能力 1

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能力 2

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能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

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。

平台分布

Claude Code

27.03%
按下载量换算539

Codex

23.31%
按下载量换算465

OpenCode

18.1%
按下载量换算361

Gemini CLI

13.93%
按下载量换算278

windsurf

8.82%
按下载量换算176

Antigravity

3.5%
按下载量换算70

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权限和风险

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安装前确认

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来源信息

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