brainstorming
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
game-playtest-planningPlan, run, and interpret game playtests. Use when validating prototypes, onboarding, difficulty, mechanics, UI clarity, retention, or fun; when writing playtest scripts, surveys, observation plans, or telemetry requirements.
Independent GitHub snapshot · Automated classification · Original documentation governs
Use this skill to turn uncertainty into a playtest that can guide build decisions. A useful playtest starts with decisions the team is willing to make based on evidence.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapter 28 on playtesting. The workflow is transformed and paraphrased.
Supporting sources include Games User Research playtest guidance and Nielsen Norman Group usability-testing methods.
Research Questions: what must be learned.Participant Plan: who to test and why.Protocol: setup, tasks, moderator script, data to collect, and debrief.Telemetry: events and metrics to instrument.Analysis Plan: severity rubric, decision rules, and next design actions.Before producing a playtest plan, read:
references/core/guide.mdworkflows/playtest-protocol.md