Claude-skill-registry gd-design-character

Character and class design documentation. Use when designing character archetypes, creating class systems, defining abilities and skills, balancing character stats, or designing progression systems.

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/gd-design-character" ~/.claude/skills/majiayu000-claude-skill-registry-gd-design-character && rm -rf "$T"
manifest: skills/data/gd-design-character/SKILL.md
source content

Character Design

Character Template

## [Character Name/Class]

### Role
[What this character does in the game]

### Fantasy
[The player fantasy this fulfills]

### Base Stats
| Stat | Value | Description |
|------|-------|-------------|
| Health | [X] | Hit points |
| Speed | [Y] | Movement speed |
| Damage | [Z] | Base damage |
| [Etc] | [...] | [...] |

### Abilities

#### Ability 1: [Name]
**Type:** Passive | Active | Ultimate

**Description:** [What it does]

**Trigger:** [How to activate]

**Effect:** [Detailed mechanics]

**Duration:** [How long it lasts]
**Cooldown:** [Between uses]

**Damage/Healing:** [Numbers]

**Visual:** [What player sees]
**Audio:** [What player hears]

### Equipment
- **Primary:** [Weapon/Tool]
- **Secondary:** [Weapon/Tool]
- **Armor:** [Protection]
- **Consumables:** [Items]

### Strengths
- [What this character excels at]

### Weaknesses
- [What this character struggles with]

### Counters
- [Who/what beats this character]

### Synergies
- [Works well with...]

### Progression
| Level | Unlock |
|-------|--------|
| 1 | [Base ability] |
| 5 | [Upgrade 1] |
| 10 | [Upgrade 2] |

Character Design Principles

Rock-Paper-Scissors

Every character should have:

  • Strengths - Situations where they excel
  • Weaknesses - Situations where they struggle
  • Counters - Specific hard counters

Clear Fantasy

Each character should embody:

  • An identity - "I am the..." statement
  • A fantasy - Power trip or fantasy fulfillment
  • A moment - When this character shines

Accessibility

Characters should be:

  • Easy to learn - Basic understanding in minutes
  • Hard to master - Skill ceiling for dedicated players
  • Distinct - No overlap with other characters

Class Types

Offensive

Focused on dealing damage:

  • High damage output
  • Low survivability
  • Skill-based positioning

Defensive

Focused on protection and support:

  • High health/armor
  • Team utility
  • Low damage output

Support

Focused on helping team:

  • Healing/buffing
  • Utility and control
  • Resource generation

Hybrid

Mixed capabilities:

  • Multiple roles
  • Flexibility
  • Jack of all trades, master of none

Balance Considerations

Statistical Balance

Ensure characters are numerically balanced:

AspectConsiderations
DPSDamage per second across time
TTKTime to kill average opponent
SurvivabilityTime to die under fire
UtilityValue added to team

Skill Expression

Ensure skill matters:

  • Low floor - New players can contribute
  • High ceiling - Experts can outplay basics
  • Multiple techniques - Different playstyles
  • Outplay potential - Can beat stronger opponents

Team Balance

For team-based games:

  • No mandatory character
  • No trap characters
  • Multiple viable compositions
  • Each character has a role

Character Review Checklist

Before finalizing a character:

  • Clear fantasy and role
  • Unique identity
  • Balanced stats
  • Fun abilities
  • Clear strengths and weaknesses
  • Has counters
  • Has synergies
  • Progression path defined
  • Technical feasibility confirmed