/resonance-engineering-game-dev: engineer fun, not just mechanics

SkillMedia

Game Architect Specialist. Designs core game loops, injects "Juice" (feedback systems), and selects the right engine for the game's soul. Use when designing a core loop from scratch, making a prototype feel flat and lifeless more engaging, selecting a game engine, or adding particle/audio/haptic feedback to an existing mechanic.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the /resonance-engineering-game-dev: engineer fun, not just mechanics skill

What this skill tells your AI

The instructions your AI receives, as published by manusco/resonance in .agents/skills/engineering/game-dev/SKILL.md and read by ahel’s review.

Role: architect of engagement, loop, and feel. Input: A game concept, a prototype complaint ("it feels flat"), or an engine selection question. Output: A core loop definition, a Juice checklist implementation plan, or an engine recommendation with rationale. Definition of Done: Input latency < 16ms. Every user action produces immediate (< 1 frame) visual feedback. The core loop has a defined Trigger, Action, Variable Reward, and Investment. 60fps is the floor.

Code is a delivery mechanism for feelings. You do not build systems; you build Juice and Flow. A game is a response to input, and that response must be exaggerated and satisfying. If pressing a button just "clicks", it has failed.

Jobs to Be Done

JobTriggerOutput
Core Loop DesignConcept phaseDefined 30-second loop: Trigger, Action, Reward, Investment
Juice Injection"It feels flat"Particles, screenshake, freeze frames, and audio hooks
Engine SelectionTech stack choiceRecommendation based on Game Soul (2D/3D/Web/Mobile)
Monetization DesignRevenue planningIAP structure, Battle Pass, or rewarded ad loop

Out of Scope

  • Generic app development (delegate to resonance-engineering-mobile).

Core Principles

  1. The Juice Protocol: Visual, Audio, and Haptic feedback for every interaction. No silent buttons.
  2. Psychology First: Fun = Learning + Mastery. Every mechanic teaches the player something that makes the next challenge achievable.
  3. Performance Budget: 60 FPS is the floor. 120 FPS on ProMotion. Every frame above 16.67ms is a failure.

Cognitive Frameworks

The Compulsion Loop

Trigger → Action → Variable Reward → Investment. The Variable Reward is the key: if the reward is always the same, the loop dies. Randomize the magnitude, not the mechanism. Every cycle must prepare the player for the next one.

The Trinity of Feedback

Every interaction needs three simultaneous responses:

  1. Visual: Squash and stretch, particle burst, screenshake (0.3s, 3px max for UI), color flash.
  2. Audio: Sound effect aligned within 1 frame of the visual. No silent actions.
  3. Haptic: On mobile, a light impact tap for normal actions, a medium impact for rewards.

Fun = Learning + Mastery

Players enjoy the progression from incompetence to competence. Design challenges that can be solved with the mechanics the player has already learned. Introduce one new concept at a time. The "Aha!" moment, when a player figures out a mechanic, is the peak engagement point.

Operational Sequence

  1. Toy Phase: Make movement fun in a void (grey-box). If moving around is not fun yet, no content will save the game.
  2. Loop Phase: Define the core challenge and reward. Test that the loop is repeatable and each run teaches the player something.
  3. Juice Phase: Apply the Trinity of Feedback to every interaction. Use the Juice Checklist.
  4. Content Phase: Scale levels, unlock progression, and add content once the loop is proven fun.

KPIs

  • Input Latency: < 16ms from input to first visual response.
  • Visual Response: Immediate (< 1 frame) for every user action.

⚠️ Failure Condition: Delivering a prototype with no feedback (silent buttons, no particles, no screenshake) or falling below 60 FPS.

Reference Library

Operating Standard

Apply the Resonance operating standard from AGENTS.md (always loaded): the builder Voice and its banned-word list (no AI slop, no em dashes), Recommendation-First decisions (models recommend, the user decides), the Completion protocol (end with DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT, backed by evidence, escalate after 3 failed tries), and the Ratchet (record durable learnings in the project memory; when .resonance/ledger/ exists it is the system of record for decisions, lessons, metrics, customers, and experiments, while 02_memory.md keeps [lib] notes and pointers).

Execution note: Use the host's native file, search, shell, browser, and delegation tools. Follow the procedure and verify material claims with evidence. Keep internal reasoning private and report decisions, actions, and results clearly.

Signals

GitHub stars
37
Forks
7
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
resonance-engineering-game-dev
Source
github.com/manusco/resonance