Skip to content

Design Game Encounters

Design, tune, and test Three.js action-game encounters with fair, decision-driven arenas and waves.

Repository
MengTo/Skills
Stars
7,187
Licence
MIT
Files
2 files

What it does

This skill gives an AI agent a structured method for designing combat encounters in Three.js action games. Once installed, the agent plans encounters around player decisions (objectives, space, enemy roles, pacing, rewards) rather than just counting enemies, and checks for fairness issues like blocked sight lines, unavoidable damage, and duplicated rewards. It also suggests deterministic test setups and difficulty validation steps.

Great for

  • Indie or hobby developers building Three.js action games who want help designing arenas, waves, or boss phases
  • Game designers who want a checklist-style review of an encounter for fairness and pacing
  • Teams writing test plans for encounter difficulty and retry flows

Skip it if

  • Projects that do not use Three.js or a similar 3D engine, since the guidance is specific to that stack (the file does not provide engine-specific code)
  • Non-game work: the skill is narrowly about action-game encounter design and will not help with other kinds of design
  • Anyone expecting finished code or assets: the SKILL.md is a short set of design principles, not a library or generator

Try asking

  • “Design a three-wave arena encounter with a melee rusher, a ranged enemy, and a healing pickup for my Three.js game”
  • “Review this boss fight for unavoidable chains, offscreen damage, and readable telegraphs”
  • “Create a test plan with deterministic starts for low health, each wave, boss phase, and retry”
  • “Suggest how to tune enemy counts based on observed player decisions instead of completion time”
Step-by-step guide: how to use Design Game EncountersInstall, first run, examples, tips and FAQs

Install in 3 steps

  1. 1

    Download the skill

    The ZIP contains the 2 original files, the MIT licence and an attribution note.

    design-game-encounters.zip
  2. 2

    Add it to your agent

    Claude Code (all projects)

    mkdir -p ~/.claude/skills && unzip design-game-encounters.zip -d ~/.claude/skills/

    Claude Code / Agent SDK (this project only)

    mkdir -p .claude/skills && unzip design-game-encounters.zip -d .claude/skills/

    Claude apps (web/desktop): Settings → Capabilities → Skills → Upload skill, and choose the ZIP.

  3. 3

    Ask for the task

    No special command needed — the agent reads the skill's description and loads it when your request matches. Try one of the prompts above.

Get better results

  • Describe your objective, arena size, enemy types, and target platforms up front so the agent can apply the compose and validate steps to your specific game
  • Ask for one pressure source at a time when prototyping, as the skill recommends, to keep responses to each enemy type distinct
  • Share your camera setup and screen sizes so the agent can reason about sight lines and desktop versus mobile testing

What's inside

  • agents/openai.yaml
  • SKILL.md

Redistributed unmodified from MengTo/Skills under the MIT licence. The assessment was drafted with AI from the skill's files on 2026-10-29. Skills can instruct your agent to run code — read SKILL.md and any scripts before installing.