Skill: stanestane/game-design-transformative-reuse (version 1.0.0)

--- name: game-design-transformative-reuse description: Solve game design problems by adapting, extending, recombining, or retuning what already exists instead of inventing from scratch. Use when building on live systems, reusing content pipelines, stretching feature value, reducing production cost, or finding a lower-risk way to achieve a new purpose with existing mechanics, UX, progression structures, or content. --- # Game Design Transformative Reuse Look for leverage before novelty. Use this skill when the smartest move may be to transform existing systems rather than create entirely new ones. The aim is not lazy recycling. The aim is to discover whether a new purpose can be served by adaptation, recombination, extension, or tuning. Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. ## What to produce Generate: 1. **Target problem or goal** - what needs to be achieved 2. **Reuse candidates** - which existing systems or assets could be transformed 3. **Transformation paths** - how each candidate could be adapted 4. **Recommendation** - which reuse path has the best leverage ## Process ### 1. Define the new purpose Clarify: - what the team wants to achieve - what new value is needed - what constraints matter most ### 2. Inventory reusable materials Look for: - existing features - UI patterns - content pipelines - currencies or reward structures - progression hooks - social surfaces - underused systems with adjacent value ### 3. Explore transformation paths Ask: - what can be adapted to fit the new purpose - what can be added to existing features - what can be recombined in a new way - what can be solved by tuning rather than invention ### 4. Compare leverage For each path, assess: - player-facing freshness - implementation effort - systemic fit - risk of feeling derivative or forced - long-term flexibility ## Response structure ### Goal - ... ### Reuse Candidates - ... ### Transformation Paths 1. ... 2. ... 3. ... ### Recommendation - ... ## Fast mode - What are we trying to achieve? - What existing thing is closest to that purpose? - Can we adapt, extend, or recombine it instead of rebuilding? ## Working principle Sometimes the strongest new design move is a smart transformation of something the game already knows how to do.

path: references/family-conventions.md
content: # GROW-Derived Family Conventions

Use this family of skills as workflow tools for game design thinking and decision-making.

## Shared stance
- Prefer practical design movement over abstract theory.
- Keep outputs decision-oriented.
- Avoid pretending rough judgments are precise truths.
- When possible, distinguish player value, business value, implementation cost, risk, and strategic fit.
- Prefer several credible paths before commitment.
- Treat these skills as complements, not strict silos.

## How this skill family fits together
- **game-design-goal-framing**: clarify what the feature is for
- **game-design-option-generation**: expand the solution space
- **game-design-five-options**: force explicit comparison across several candidate paths
- **game-design-roadblock-reframing**: get unstuck when one blocker dominates thinking
- **game-design-ideal-outcome-backcasting**: work backward from the best believable future
- **game-design-transformative-reuse**: adapt or recombine what already exists
- **game-design-feature-prioritization**: choose what to do now, later, or not at all

## Recommendation
Start with the narrowest skill that matches the user's real need. If several apply, use them in sequence rather than collapsing everything into one bloated answer.

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