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Agent Skill · 效率

game-design-design-pillars-extractor(游戏设计 设计 柱子提取器)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-design-pillars-extractor 是效率类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为需要联网;许可证为 MIT-0,第三方扫描已通过,按安装量在效率类的 21,003 个 Skill 里排第 19,945。

总安装 1,812周安装 74GitHub Stars 公开资料未说明下载 580核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-design-pillars-extractor(游戏设计 设计 柱子提取器)
来源仓库:https://github.com/stanestane/game-design-design-pillars-extractor
安装命令:
openclaw skills install game-design-design-pillars-extractor
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-design-pillars-extractor

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

game-design-design-pillars-extractor 提取支撑产品成功的关键设计原则。确保功能开发始终围绕核心价值展开避免偏离方向。输出 3-5 个可量化评估的操作性支柱指导后续迭代。内置于 OpenClaw 平台,调用便捷无需额外部署成本。需结合市场定位与竞品分析确保支柱的相关性与前瞻性。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-design-pillars-extractor;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-design-design-pillars-extractor 怎么安装?

在终端执行 openclaw skills install game-design-design-pillars-extractor。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-design-pillars-extractor 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-design-pillars-extractor 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

game-design-design-pillars-extractor 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-design-pillars-extractor 用的人多吗?

公开数据是累计安装 1,812 次,近一周安装 74 次,下载 580 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-design-pillars-extractor 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理效率类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
game-design-design-pillars-extractor

游戏设计 设计 柱子提取器 · 本页

1,812—需要联网MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-design-pillars-extractor
description
Extract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes. Use when a team can describe mechanics but cannot clearly articulate the principles those mechanics serve, when pillars are vague, generic, or contradictory, or when you need a sharper set of tradeoff-driven pillars that can guide decisions and cut features.

Game Design Design Pillars Extractor

Extract the real pillars a design is built around, not the polite slogans attached to it.

Use this skill when a team has a pile of mechanics, references, and ambitions but no sharp articulation of what the design actually prioritizes. The goal is to reverse-engineer 3 to 5 actionable pillars from the game's systems, loops, and tradeoffs.

Good pillars are directional. They help decide what to keep, what to cut, and what kinds of changes are off-brand. Bad pillars are just nice words wearing capital letters.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

A meaningful design pillar does two things:

  • names what the design is trying hard to deliver
  • implies what the design is willing to sacrifice to deliver it

If a pillar does not create a constraint, it is not a pillar yet.

What to produce

Generate:

  1. Extracted pillars - 3 to 5 clear, testable pillars
  2. Support map - which systems actually reinforce each pillar
  3. Conflict map - where systems or candidate pillars push against each other
  4. Missing or weak dimensions - important priorities that are undefined, accidental, or under-supported
  5. Decision guidance - which pillars should dominate future choices

Process

1. Define the extraction target

Clarify:

  • what exact game, feature set, or loop is being analyzed
  • whether the pillars are for the whole product or a subset
  • whether you are extracting current pillars or intended pillars

Write:

  • Extraction target
  • Scope
  • Current versus intended state

2. Map the dominant design behaviors

Look at:

  • core loop
  • repeat decisions
  • reward structure
  • punishment structure
  • progression model
  • randomness profile
  • pacing
  • agency level
  • social or solo emphasis

Ask:

  • What does the design repeatedly encourage the player to do?
  • What kinds of decisions matter most?
  • What behaviors are rewarded, tolerated, or ignored?

3. Infer the implicit priorities

Ask:

  • What is this design optimizing for in practice?
  • What is it willing to make harder, slower, riskier, narrower, or less accessible in order to preserve that?
  • Which experiences seem central rather than incidental?

This is where you move from feature description to design intention.

4. Detect tradeoffs and contradictions

Look for places where:

  • one system rewards patience while another rewards speed
  • one feature pushes mastery while another floods the loop with noise
  • one layer promises freedom while another funnels players into one dominant path
  • a supposed pillar is not actually reinforced by gameplay

Do not hide contradictions. Surface them.

5. Synthesize 3 to 5 pillars

For each pillar, provide:

  • Name
  • What it means
  • What it prioritizes
  • What it sacrifices
  • Which systems support it

Prefer short, sharp names that imply a stance, such as:

  • Controlled Chaos
  • Readable Mastery
  • High-Risk Commitment
  • Expressive Preparation
  • Ruthless Momentum

Avoid vague filler such as:

  • Fun
  • Immersion
  • Engagement
  • Quality
  • Innovation

6. Identify missing or weak pillars

Ask:

  • Which important experience dimensions are currently accidental or under-defined?
  • Which design goals are talked about but not structurally supported?
  • Which player promises are present in language but absent in systems?

7. Turn the pillars into decision guidance

State:

  • which pillar should win when tradeoffs appear
  • which features do not support any pillar and should be challenged
  • which future ideas fit or violate the extracted set

Response structure

Use this structure unless the user asks for something else:

Extraction Target

  • ...

Extracted Design Pillars

  1. ...
  2. ...
  3. ...

For each pillar:

  • Meaning: ...
  • Prioritizes: ...
  • Sacrifices: ...
  • Supporting systems: ...

Conflicts and Contradictions

  • ...

Missing or Weak Pillars

  • ...

Decision Guidance

  1. ...
  2. ...
  3. ...

Fast mode

Use this quick pass when speed matters:

  • What does the design reward most consistently?
  • What is it clearly willing to sacrifice?
  • What three priorities best describe the actual game?
  • Which feature does not belong?

Usage notes

This extractor is especially useful for:

  • early concept framing
  • preproduction alignment
  • pitch cleanup
  • feature triage
  • post-prototype coherence checks
  • making design docs less hand-wavy

Common patterns to watch for:

  • teams often confuse feature lists with pillars
  • a pillar that cannot say "no" is not doing any work
  • contradictory pillars usually reflect unresolved design conflict, not healthy nuance
  • the strongest pillar should be obvious in repeated gameplay, not just in slide decks
  • if every pillar sounds universally positive, they are probably too generic to guide decisions

Working principle

Mechanics reveal priorities even when the team does not.

Use this skill to extract the principles the design is actually living by, then decide whether those principles are worth keeping.

平台分布

OpenClaw

77.37%
按下载量换算449

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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