Skill: stanestane/game-design-emotional-canvas (version 1.0.0)

--- name: game-design-emotional-canvas description: Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, aligning art/audio/narrative around one emotional promise, or reviewing whether new content reinforces or dilutes the intended mood. --- # Game Design Emotional Canvas Center design conversations on feeling. Use this skill to help a game concept feel like something specific, memorable, and emotionally coherent. Keep the work high-level. Focus on emotional identity, tone, atmosphere, and sensory direction rather than detailed mechanics, balancing, systems design, or production planning. Treat emotion as a first-class creative target. A game can be functional, polished, and content-rich while still feeling emotionally anonymous. This skill exists to prevent that. ## What to produce Generate a compact emotional canvas with these outputs: 1. **Target feeling** - the dominant emotional promise 2. **Emotional field** - adjacent and opposing feelings 3. **Emotional palette** - sensory and aesthetic ingredients that reinforce the feeling 4. **Anti-patterns** - choices that weaken or break the mood 5. **Design heuristics** - short creative principles for future reviews 6. **Moodboard brief** - a handoff-ready summary for adjacent disciplines ## Working stance Stay evocative, clear, and a little poetic when useful. Do not drift into detailed feature design unless the user explicitly asks for it. Keep the conversation centered on vibe, fantasy, atmosphere, emotional texture, and player aftertaste. Prefer one strong feeling over a muddy blend. ## Process ### 1. Name the target feeling Identify the dominant feeling the experience should leave behind. Ask: - What should the player feel most strongly? - What emotional aftertaste should remain after a session? - What emotional promise is this game making? Write: - **Target feeling** - **Short definition** - **Why it matters** Keep this singular and clear. ### 2. Describe the emotional texture Translate the target feeling into language. List: - adjectives - sensations - emotional tensions - states of mind - social or atmospheric qualities This should describe not just what the feeling is, but how it feels in the body and imagination. ### 3. Map the emotional field Clarify what sits near the target feeling and what pulls against it. Include: - **Adjacent feelings** - emotions that support, shade, or enrich the target - **Contrasting feelings** - emotions that weaken, flatten, or contradict it Use this to avoid vagueness. ### 4. Build the emotional palette Translate the feeling into concrete but high-level creative ingredients. Cover only the domains that matter for the current task. Possible domains: - **Visuals** - color, lighting, softness, contrast, density, shape language - **Materials** - textures, surfaces, age, tactility, polish, roughness - **Audio** - ambience, silence, warmth, sharpness, rhythm, tone - **Environment** - weather, openness, shelter, clutter, scale, intimacy - **Objects** - props, motifs, symbolic items, recurring imagery - **Characters** - presence, body language, relationship energy, emotional role - **Narrative tone** - implied stories, voice, restraint, sentiment, mystery Stay at the level of mood and aesthetic direction. Do not turn this into a mechanics checklist. ### 5. Identify emotional anti-patterns List the elements that would break the intended feeling. Look for: - tonal clashes - visual contradictions - emotional overstatement - flattening language - mood-breaking presentation - elements that feel too sterile, too noisy, too cheerful, too harsh, or too explicit for the target feeling Frame each anti-pattern in terms of why it damages the vibe. ### 6. Turn the feeling into heuristics Create 5-8 short creative principles that can guide later reviews. Write them as directional preferences, such as: - softness over harshness - suggestion over explanation - intimacy over spectacle These should feel memorable enough to use in critique, ideation, and alignment conversations. ### 7. Evaluate the concept holistically Review whether the current concept, feature, or theme actually expresses one emotional center. Ask: - What is the strongest emotional signal right now? - What feels emotionally flat or generic? - What feels off-brand even if it is otherwise useful? - Is the intended feeling visible early? - Does the atmosphere remain coherent across the whole concept? Keep this evaluation qualitative. ### 8. Write a moodboard brief End with a brief that another creative discipline could use immediately. Include: - **Target feeling** - **Three defining descriptors** - **Adjacent feelings to lean into** - **Contrasting feelings to avoid** - **Visual references to seek** - **Audio references to seek** - **Narrative tone** - **No-go elements** ## Response structure Use this structure unless the user asks for something else: ### Target Feeling - ... ### Emotional Texture - ... ### Emotional Field - Adjacent: ... - Contrasting: ... ### Emotional Palette - Visuals: ... - Materials: ... - Audio: ... - Environment: ... - Objects: ... - Characters: ... - Narrative tone: ... ### Anti-Patterns - ... ### Design Heuristics 1. ... 2. ... 3. ... ### Evaluation - Strongest emotional signal: ... - Weakest or conflicting signal: ... - Overall coherence: ... ### Moodboard Brief - ... ## Fast mode Use this quick pass when speed matters: - What should the player feel? - What feelings enrich it? - What feelings break it? - What sensory ingredients reinforce it? - What currently feels emotionally generic or off-vibe? ## References Read these only when useful: - `references/examples.md` for sample emotional targets and example emotional fields - `references/prompts.md` for extra workshop-style prompts and facilitation questions ## Working principle Players do not only remember what a game lets them do. They remember the atmosphere it leaves behind. Use this skill when the design feels competent but emotionally vague.


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