arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.
--- name: gd-design-character description: Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems. --- # Character Design ## Character Template ```markdown ## [Character Name/Class] ### Role [What this character does in the game] ### Fantasy [The player fantasy this fulfills] ### Base Stats | Stat | Value | Description | |------|-------|-------------| | Health | [X] | Hit points | | Speed | [Y] | Movement speed | | Damage | [Z] | Base damage | | [Etc] | [...] | [...] | ### Abilities #### Ability 1: [Name] **Type:** Passive | Active | Ultimate **Description:** [What it does] **Trigger:** [How to activate] **Effect:** [Detailed mechanics] **Duration:** [How long it lasts] **Cooldown:** [Between uses] **Damage/Healing:** [Numbers] **Visual:** [What player sees] **Audio:** [What player hears] ### Equipment - **Primary:** [Weapon/Tool] - **Secondary:** [Weapon/Tool] - **Armor:** [Protection] - **Consumables:** [Items] ### Strengths - [What this character excels at] ### Weaknesses - [What this character struggles with] ### Counters - [Who/what beats this character] ### Synergies - [Works well with...] ### Progression | Level | Unlock | |-------|--------| | 1 | [Base ability] | | 5 | [Upgrade 1] | | 10 | [Upgrade 2] | ``` ## Character Design Principles ### Rock-Paper-Scissors Every character should have: - **Strengths** - Situations where they excel - **Weaknesses** - Situations where they struggle - **Counters** - Specific hard counters ### Clear Fantasy Each character should embody: - **An identity** - "I am the..." statement - **A fantasy** - Power trip or fantasy fulfillment - **A moment** - When this character shines ### Accessibility Characters should be: - **Easy to learn** - Basic understanding in minutes - **Hard to master** - Skill ceiling for dedicated players - **Distinct** - No overlap with other characters ## Class Types ### Offensive Focused on dealing damage: - High damage output - Low survivability - Skill-based positioning ### Defensive Focused on protection and support: - High health/armor - Team utility - Low damage output ### Support Focused on helping team: - Healing/buffing - Utility and control - Resource generation ### Hybrid Mixed capabilities: - Multiple roles - Flexibility - Jack of all trades, master of none ## Balance Considerations ### Statistical Balance Ensure characters are numerically balanced: | Aspect | Considerations | |--------|---------------| | DPS | Damage per second across time | | TTK | Time to kill average opponent | | Survivability | Time to die under fire | | Utility | Value added to team | ### Skill Expression Ensure skill matters: - Low floor - New players can contribute - High ceiling - Experts can outplay basics - Multiple techniques - Different playstyles - Outplay potential - Can beat stronger opponents ### Team Balance For team-based games: - No mandatory character - No trap characters - Multiple viable compositions - Each character has a role ## Character Review Checklist Before finalizing a character: - [ ] Clear fantasy and role - [ ] Unique identity - [ ] Balanced stats - [ ] Fun abilities - [ ] Clear strengths and weaknesses - [ ] Has counters - [ ] Has synergies - [ ] Progression path defined - [ ] Technical feasibility confirmed--- name: gd-design-character description: Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems. --- # Character Design ## Character Template ```markdown ## [Character Name/Class] ### Role [What this character does in the game] ### Fantasy [The player fantasy this fulfills] ### Base Stats | Stat | Value | Description | |------|-------|-------------| | Health | [X] | Hit points | | Speed | [Y] | Movement speed | | Damage | [Z] | Base damage | | [Etc] | [...] | [...] | ### Abilities #### Ability 1: [Name] **Type:** Passive | Active | Ultimate **Description:** [What it does] **Trigger:** [How to activate] **Effect:** [Detailed mechanics] **Duration:** [How long it lasts] **Cooldown:** [Between uses] **Damage/Healing:** [Numbers] **Visual:** [What player sees] **Audio:** [What player hears] ### Equipment - **Primary:** [Weapon/Tool] - **Secondary:** [Weapon/Tool] - **Armor:** [Protection] - **Consumables:** [Items] ### Strengths - [What this character excels at] ### Weaknesses - [What this character struggles with] ### Counters - [Who/what beats this character] ### Synergies - [Works well with...] ### Progression | Level | Unlock | |-------|--------| | 1 | [Base ability] | | 5 | [Upgrade 1] | | 10 | [Upgrade 2] | ``` ## Character Design Principles ### Rock-Paper-Scissors Every character should have: - **Strengths** - Situations where they excel - **Weaknesses** - Situations where they struggle - **Counters** - Specific hard counters ### Clear Fantasy Each character should embody: - **An identity** - "I am the..." statement - **A fantasy** - Power trip or fantasy fulfillment - **A moment** - When this character shines ### Accessibility Characters should be: - **Easy to learn** - Basic understanding in minutes - **Hard to master** - Skill ceiling for dedicated players - **Distinct** - No overlap with other characters ## Class Types ### Offensive Focused on dealing damage: - High damage output - Low survivability - Skill-based positioning ### Defensive Focused on protection and support: - High health/armor - Team utility - Low damage output ### Support Focused on helping team: - Healing/buffing - Utility and control - Resource generation ### Hybrid Mixed capabilities: - Multiple roles - Flexibility - Jack of all trades, master of none ## Balance Considerations ### Statistical Balance Ensure characters are numerically balanced: | Aspect | Considerations | |--------|---------------| | DPS | Damage per second across time | | TTK | Time to kill average opponent | | Survivability | Time to die under fire | | Utility | Value added to team | ### Skill Expression Ensure skill matters: - Low floor - New players can contribute - High ceiling - Experts can outplay basics - Multiple techniques - Different playstyles - Outplay potential - Can beat stronger opponents ### Team Balance For team-based games: - No mandatory character - No trap characters - Multiple viable compositions - Each character has a role ## Character Review Checklist Before finalizing a character: - [ ] Clear fantasy and role - [ ] Unique identity - [ ] Balanced stats - [ ] Fun abilities - [ ] Clear strengths and weaknesses - [ ] Has counters - [ ] Has synergies - [ ] Progression path defined - [ ] Technical feasibility confirmed
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by feliperyba