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design-coherence-engine【设计与创意】Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) ch…
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The connective tissue of the Game Design Skill Suite. This skill does not produce game design artifacts directly — it manages the process of design across all other skills, ensuring coherence as things change.
"Everything louder than everything else."
Every element of a game fights for primacy. Vision, aesthetics, mechanics, narrative, balance — all pull in different directions. This engine does not impose a fixed hierarchy. It helps the designer maintain a coherent center of gravity while everything shifts.
The suite uses a gravity model, not a waterfall. Tiers suggest natural starting points, but any skill can activate at any time.
Tier 0: META → 0. Design Coherence Engine (this skill)
Tier 1: FOUNDATION → 1. Game Vision Architect
Tier 2: IDENTITY → 2. Design Pillars ←→ 19. Aesthetic Direction
Tier 3: INTENT → 3. Player Experience, 4. Pitch
Tier 4: STRUCTURE → 5. Core Loop, 6. Rules, 7. Systems, 8. Economy
Tier 5: CALIBRATION → 9. Balance
Tier 6: SUBSTANCE → 10. Narrative, 11. Levels, 12. World Logic
Tier 7: PROOF → 13. Prototype, 14. Playtest, 15. Iteration, 20. UI/UX
Tier 8: DELIVERY → 16. GDD, 17. Scope, 18. Tech Bridge
For full skill definitions, inputs, outputs, and connections see references/suite-topology.md.
Not every project needs all 21 skills. Determine which are relevant:
Example:
Verify alignment across all active skills. Run when:
Coherence check process:
When a design change occurs in any skill, determine what else is affected:
Example: Playtest reveals core loop isn't fun
Change: Core Loop (5) — primary loop needs redesign
Impact: FOUNDATIONAL
Re-evaluation queue:
1. Rules Formalizer (6) — rules express the loop, must change
2. Economy (8) — reward structure tied to loop stages
3. Systems Mapper (7) — system interactions may shift
4. Balance (9) — new loop means new balance targets
5. Levels (11) — encounters built around old loop pacing
6. Prototype (13) — prototype must be rebuilt
7. UI/UX (20) — interface surfaced the old loop
Cascade risk: If radical, check Experience (3) and Pillars (2)
Example: Art style discovery changes aesthetic direction
Change: Aesthetic Direction (19) — shifting from realistic to stylized
Impact: STRUCTURAL
Re-evaluation queue:
1. Pillars (2) — does this aesthetic still reinforce pillars? (bidirectional check)
2. Experience (3) — emotional targets may shift with new aesthetic
3. Pitch (4) — communication artifacts need new mood/tone
4. Levels (11) — visual pacing changes
5. Prototype (13) — aesthetic fidelity targets shift
6. UI/UX (20) — interface must fit new sensory identity
7. Tech Bridge (18) — technical requirements change (shader complexity, etc.)
Cascade risk: If pillars change, everything downstream re-evaluates
When skills produce contradictory demands:
The designer may not start at Vision. Support entry from any point:
Starting from a mechanic idea:
Starting from an aesthetic vision:
Starting from a playtest result:
Starting from a market opportunity:
| Trigger | Operation |
|---|---|
| New project started | 1. Determine Active Skill Set |
| Any skill output changed | 3. Propagate Change |
| Before milestone/review | 2. Check Coherence |
| Two skills disagree | 4. Arbitrate Conflicts |
| Designer starts mid-process | 5. Non-Standard Entry |
| Project scope changes | 1. Determine Active Skill Set (re-run) |
| After playtest round | 3. Propagate Change → 2. Check Coherence |
| "Something feels off" | 2. Check Coherence |
| Coherence Engine (0) | Iteration Tracker (15) | |
|---|---|---|
| Nature | Active process | Passive record |
| Question | "What needs to change?" | "What already changed?" |
| Timing | Forward-looking | Backward-looking |
| Output | Re-evaluation queue, conflicts | Decision log, version history |
| Analogy | Air traffic controller | Flight recorder |
The Coherence Engine uses the Tracker's logs as input for pattern detection (e.g., "you've changed this pillar three times — is it the right pillar?").