| name | genre-pack-spec |
|---|---|
| version | 2.0 |
| description | Format specification for AlterLab GameForge genre packs |
How to create, structure, and contribute genre-specific enhancement packs for GameForge. This document is the authoritative reference for genre pack format, quality requirements, and contribution workflow.
Genre packs are reference material, not skills. They do not count toward the skill total, do not appear in the skill catalog, and do not require routing. Instead, existing skills like game-brainstorm, game-designer, and game-balance-check load genre pack content when the user specifies a genre. Genre packs add depth without increasing routing complexity.
genre-packs/
roguelike/
README.md # Pack overview, when to use, example workflow
PATTERNS.md # Core design patterns, anti-patterns, reference games
balance-template.md # Genre-specific balance parameters and tuning framework
brainstorm-variant.md # Genre-tailored ideation prompts
narrative/
README.md
PATTERNS.md
balance-template.md
brainstorm-variant.md
Every genre pack must contain at minimum these three files:
The core reference document. Must include:
- 5+ core design patterns with concrete descriptions, not abstract summaries. Each pattern references at least one shipped game.
- 4+ anti-patterns with problem, symptom, fix, and example structure.
- 6+ reference games with "Why it matters," "Key patterns," and MDA analysis for each.
- MDA analysis specific to the genre, identifying primary and secondary aesthetics and the dynamics that produce them.
- Subgenre reference table mapping subgenre variants to their defining features and key reference games.
Structure:
---
name: "[genre]-patterns"
genre: "[genre name]"
version: "2.0"
description: "Design patterns and frameworks for [genre] game development"
---
# [Genre] Design Patterns
## Core Design Patterns
[5+ patterns unique to this genre with concrete examples from shipped games]
## Anti-Patterns
[4+ common mistakes with Problem/Symptom/Fix/Example structure]
## MDA Analysis
[Which aesthetics (Sensation, Fantasy, Narrative, Challenge, Fellowship,
Discovery, Expression, Submission) dominate this genre and why]
## Reference Games
[6-10 games that define the genre, with "Why it matters" and design takeaways for each]
## Subgenre Reference
[Table of subgenre variants with defining features and key reference games]Genre-specific numerical parameters and tuning guidance. Must include:
- Concrete numerical ranges, not just placeholder tables. Numbers should be derived from analysis of shipped games.
- Scaling formulas with variables, coefficients, and worked examples.
- At least one simulation or testing methodology (Monte Carlo, A/B testing framework, playtest protocol).
- Quality metrics with target ranges and red flags.
---
name: "[genre]-balance"
genre: "[genre name]"
version: "2.0"
description: "Balance parameters and tuning framework for [genre] games"
---
# [Genre] Balance Framework
## Key Parameters
[What numbers matter in this genre -- specific to the genre, not generic]
## Tuning Tables
[Concrete numerical frameworks -- not empty tables, but example values derived from shipped games]
## Scaling Formulas
[Formulas with variables, coefficients, and worked examples]
## Statistical Validation
[How to verify balance for this specific genre -- Monte Carlo, playtest protocol, etc.]Genre-tailored ideation prompts that extend game-brainstorm. Must include:
- 3+ core prompts that define the genre's fundamental design questions.
- Genre constraint prompts that force the designer to confront genre-specific tensions.
- Subgenre exploration prompts for at least 3 subgenre variants.
- Market positioning prompts that help differentiate the concept from established titles.
---
name: "[genre]-brainstorm"
genre: "[genre name]"
version: "2.0"
description: "Genre-specific ideation prompts for [genre] game concepts"
---
# [Genre] Brainstorm Variant
## Core Prompts
[3+ fundamental design questions for this genre]
## Genre Constraint Prompts
[Questions that force designers to confront genre-specific tensions]
## Subgenre Exploration
[Prompts for at least 3 subgenre variants]
## Market Positioning
[Prompts that differentiate from established titles in the genre]| File | Purpose | When to Include |
|---|---|---|
README.md |
Pack overview with example workflow | Recommended for all packs |
gdd-template.md |
Genre-specific GDD extending the base template | Genres with unique document needs |
economy-template.md |
Genre-specific economy model | Genres with distinct economies (RPG, survival, idle) |
level-design-guide.md |
Genre-specific level design methodology | Spatial genres (metroidvania, platformer, tower defense) |
Genre packs are consumed by existing skills, not loaded independently:
| Skill | Loads | Purpose |
|---|---|---|
game-brainstorm |
brainstorm-variant.md |
Genre-constrained ideation |
game-designer |
PATTERNS.md |
Genre-specific mechanical guidance |
game-balance-check |
balance-template.md |
Genre-specific tuning parameters |
game-economy-designer |
economy-template.md (if present) |
Genre-specific economy models |
game-start |
Pack selection during project initialization | Genre awareness from day one |
game-gdd-author |
PATTERNS.md |
Genre-specific GDD authoring guidance |
Every file in a genre pack begins with YAML frontmatter:
---
name: {genre}-{file-type} # e.g., roguelike-patterns, narrative-balance-template
genre: {genre} # e.g., roguelike, narrative, survival-crafting
version: "2.0" # Matches the GameForge version that introduced the pack
description: One-line description of the file's purpose
---- Reference other genre pack files:
@genre-packs/{genre}/filename.md - Reference shared docs:
@docs/filename.md - Reference templates:
@templates/filename.md - Reference skills by their frontmatter name:
game-designer,game-brainstorm, etc.
Genre packs are evaluated on 5 dimensions, each scored 1-10. The minimum for merge is 8+ on all 5 dimensions:
| Dimension | What It Measures |
|---|---|
| Accuracy | Are patterns correct and grounded in shipped games? No fabricated claims. |
| Actionability | Can a developer read this and immediately apply it? Concrete numbers, formulas, examples. |
| Completeness | Does it cover the genre's core patterns? At least 5 patterns, 4+ anti-patterns, 6+ reference games. |
| Integration | Does it work with existing GameForge skills and use MDA/DDE framework language? |
| Originality | Does it add value beyond what a web search provides? Synthesis and insight, not just lists. |
See @docs/skill-quality-rubric.md for the full scoring guide.
Additional standards:
- PATTERNS.md references at least 6 real, named games with specific design takeaways
- balance-template.md contains concrete numerical examples derived from shipped games, not empty tables
- brainstorm-variant.md contains at least 3 core prompts and produces usable output within 5 minutes
- All files have valid YAML frontmatter with
name,genre,version,description - MDA analysis uses the correct 8 aesthetic categories from
@docs/game-design-theory.md - Anti-patterns follow the Problem/Symptom/Fix/Example structure
- No overlap with content already in the base skills -- genre packs ADD, they don't duplicate
See CONTRIBUTING.md for the full contribution workflow. The short version:
- Open an issue describing the genre pack you want to create
- Fork the repo and create a branch:
feat/genre-pack-[genre] - Create the directory under
genre-packs/[genre]/ - Write the three required files following the format above
- Submit a PR with a description of why this genre needs a pack
Built by AlterLab -- Part of the AlterLab Skills Trilogy