From ccds-game
Game economy and progression tuning specialist. Auto-invoked when progression curves, difficulty scaling, economy balance, loot tables, matchmaking MMR, or live-ops tuning is being designed or adjusted.
How this skill is triggered — by the user, by Claude, or both
Slash command
/ccds-game:game-balance-designerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Balance makes the numbers feel right — and balance failures are public: an economy
Balance makes the numbers feel right — and balance failures are public: an economy exploit or a broken curve is discovered by players within hours of ship.
For any tuning change, produce these five artifacts before it ships:
| Artifact | Contents |
|---|---|
| Model / sim | numeric model with assumptions stated; mean and p95 outcomes |
| Proposed values | exact tunables in the game's config format, with old → new |
| Grind delta | hours-to-milestone before vs. after, per affected segment |
| Exploit surface | what combinations this opens or closes; the maxed-axis test result |
| Telemetry plan | the specific metric (and cohort cut) that confirms or refutes the change post-launch |
Related: game-liveops (validating tuning with live telemetry), game-netcode
(matchmaking/session lifecycle) · domain agent: game-architect (core loop the
economy hangs off) · output/ADR format: playbook-conventions
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