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Agent Skill · 效率

game-design-emotional-canvas(游戏设计情感画布)

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-emotional-canvas 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 15,515。

总安装 3,096周安装 133GitHub Stars 公开资料未说明下载 1,085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-emotional-canvas(游戏设计情感画布)
来源仓库:https://github.com/stanestane/game-design-emotional-canvas
安装命令:
openclaw skills install game-design-emotional-canvas
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-emotional-canvas

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-emotional-canvas 定义并优化游戏场景的情感氛围与情绪曲线。适用于剧情关卡、Boss 战等需要强烈情绪共鸣的设计环节。提供结构化模板梳理认同感、气氛变化与感官刺激策略。作为效率类工具,显著缩短情绪设计的时间成本。实施时应考虑目标受众的文化背景与情感敏感度差异。

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-emotional-canvas;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-emotional-canvas 怎么安装?

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

game-design-emotional-canvas 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-emotional-canvas 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-emotional-canvas 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-emotional-canvas 用的人多吗?

公开数据是累计安装 3,096 次,近一周安装 133 次,下载 1,085 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-emotional-canvas 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-emotional-canvas

游戏设计情感画布 · 本页

3,096—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-emotional-canvas
description
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, aligning art/audio/narrative around one emotional promise, or reviewing whether new content reinforces or dilutes the intended mood.

Game Design Emotional Canvas

Center design conversations on feeling.

Use this skill to help a game concept feel like something specific, memorable, and emotionally coherent. Keep the work high-level. Focus on emotional identity, tone, atmosphere, and sensory direction rather than detailed mechanics, balancing, systems design, or production planning.

Treat emotion as a first-class creative target. A game can be functional, polished, and content-rich while still feeling emotionally anonymous. This skill exists to prevent that.

What to produce

Generate a compact emotional canvas with these outputs:

  1. Target feeling - the dominant emotional promise
  2. Emotional field - adjacent and opposing feelings
  3. Emotional palette - sensory and aesthetic ingredients that reinforce the feeling
  4. Anti-patterns - choices that weaken or break the mood
  5. Design heuristics - short creative principles for future reviews
  6. Moodboard brief - a handoff-ready summary for adjacent disciplines

Working stance

Stay evocative, clear, and a little poetic when useful.

Do not drift into detailed feature design unless the user explicitly asks for it. Keep the conversation centered on vibe, fantasy, atmosphere, emotional texture, and player aftertaste.

Prefer one strong feeling over a muddy blend.

Process

1. Name the target feeling

Identify the dominant feeling the experience should leave behind.

Ask:

  • What should the player feel most strongly?
  • What emotional aftertaste should remain after a session?
  • What emotional promise is this game making?

Write:

  • Target feeling
  • Short definition
  • Why it matters

Keep this singular and clear.

2. Describe the emotional texture

Translate the target feeling into language.

List:

  • adjectives
  • sensations
  • emotional tensions
  • states of mind
  • social or atmospheric qualities

This should describe not just what the feeling is, but how it feels in the body and imagination.

3. Map the emotional field

Clarify what sits near the target feeling and what pulls against it.

Include:

  • Adjacent feelings - emotions that support, shade, or enrich the target
  • Contrasting feelings - emotions that weaken, flatten, or contradict it

Use this to avoid vagueness.

4. Build the emotional palette

Translate the feeling into concrete but high-level creative ingredients.

Cover only the domains that matter for the current task.

Possible domains:

  • Visuals - color, lighting, softness, contrast, density, shape language
  • Materials - textures, surfaces, age, tactility, polish, roughness
  • Audio - ambience, silence, warmth, sharpness, rhythm, tone
  • Environment - weather, openness, shelter, clutter, scale, intimacy
  • Objects - props, motifs, symbolic items, recurring imagery
  • Characters - presence, body language, relationship energy, emotional role
  • Narrative tone - implied stories, voice, restraint, sentiment, mystery

Stay at the level of mood and aesthetic direction. Do not turn this into a mechanics checklist.

5. Identify emotional anti-patterns

List the elements that would break the intended feeling.

Look for:

  • tonal clashes
  • visual contradictions
  • emotional overstatement
  • flattening language
  • mood-breaking presentation
  • elements that feel too sterile, too noisy, too cheerful, too harsh, or too explicit for the target feeling

Frame each anti-pattern in terms of why it damages the vibe.

6. Turn the feeling into heuristics

Create 5-8 short creative principles that can guide later reviews.

Write them as directional preferences, such as:

  • softness over harshness
  • suggestion over explanation
  • intimacy over spectacle

These should feel memorable enough to use in critique, ideation, and alignment conversations.

7. Evaluate the concept holistically

Review whether the current concept, feature, or theme actually expresses one emotional center.

Ask:

  • What is the strongest emotional signal right now?
  • What feels emotionally flat or generic?
  • What feels off-brand even if it is otherwise useful?
  • Is the intended feeling visible early?
  • Does the atmosphere remain coherent across the whole concept?

Keep this evaluation qualitative.

8. Write a moodboard brief

End with a brief that another creative discipline could use immediately.

Include:

  • Target feeling
  • Three defining descriptors
  • Adjacent feelings to lean into
  • Contrasting feelings to avoid
  • Visual references to seek
  • Audio references to seek
  • Narrative tone
  • No-go elements

Response structure

Use this structure unless the user asks for something else:

Target Feeling

  • ...

Emotional Texture

  • ...

Emotional Field

  • Adjacent: ...
  • Contrasting: ...

Emotional Palette

  • Visuals: ...
  • Materials: ...
  • Audio: ...
  • Environment: ...
  • Objects: ...
  • Characters: ...
  • Narrative tone: ...

Anti-Patterns

  • ...

Design Heuristics

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

Evaluation

  • Strongest emotional signal: ...
  • Weakest or conflicting signal: ...
  • Overall coherence: ...

Moodboard Brief

  • ...

Fast mode

Use this quick pass when speed matters:

  • What should the player feel?
  • What feelings enrich it?
  • What feelings break it?
  • What sensory ingredients reinforce it?
  • What currently feels emotionally generic or off-vibe?

References

Read these only when useful:

  • references/examples.md for sample emotional targets and example emotional fields
  • references/prompts.md for extra workshop-style prompts and facilitation questions

Working principle

Players do not only remember what a game lets them do. They remember the atmosphere it leaves behind.

Use this skill when the design feels competent but emotionally vague.

平台分布

OpenClaw

82.13%
按下载量换算891

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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