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Design and Code Game Systems

Turn a game idea into a tunable core loop, progression and economy, then into gameplay, multiplayer and asset-tool code for Unity, Unreal or Godot.

Design and Code Game Systems agent board

About

Get from "I have a game idea" to numbers you can tune and code you can drop into your engine, without a design team.

What it does

  • Designs the core loop, the progression over the first hours and the in-game economy, with a table of sources, sinks and prices
  • Simulates the economy so you see when players can afford each upgrade, before your playtesters do
  • Plans levels beat by beat: what each one teaches, its challenge, rest and reward
  • Writes gameplay systems and multiplayer code in your engine's idiom, with designer-tunable data
  • Builds asset pipeline tools: Blender add-ons, editor extensions, validators and exporters

What you need

  • Nothing to start: describe your game in one line or share its store page
  • GitHub, to read your project and propose code as a branch or pull request (other code hosts work too)

How setup works

Your first design arrives in the first minutes. Along the way it learns your engine, team and platforms, then connects your repository to try one small system for real.

What stays in your hands

  • It never merges or pushes to your main branch
  • It never overwrites a project file: changes come as a branch or a copy

What you will need

  • GitHub

Coworkers in this template

Game Developer

Designs your game's loop, progression and economy with tunable numbers, then codes the gameplay, multiplayer and asset tools in your engine.

Apps

Skills · 5

Build an asset tool

Use when asked to build an asset pipeline tool such as a Blender add-on, an editor extension, a validator, an importer or an exporter.

Code a gameplay system

Use when asked to code a gameplay system, game AI, game data or a mechanic in Unity, Unreal, Godot or another engine.

Design a level

Use when asked to design, plan or review a level, a map, an encounter or a game space, or the pacing of a stage.

Design the loop and economy

Use when asked to design or rebalance a game's mechanics, core loop, progression or in-game economy, or to write or review a game design document.

+1 more

Frequently asked questions

Can it write Unity C# or Unreal C++ code?

Yes. It writes gameplay code in your engine's idiom (Unity components and ScriptableObjects, Unreal Actors and replication, Godot nodes), checks the docs for your engine version and says what it could not run.

How does it balance a game economy?

It lays out every source, sink and price in a table, then runs a small simulation of player income against costs so you can see where progression stalls or inflates. Every number is a starting value to tune in playtests.

Can it help with multiplayer?

Yes. It defines what the server owns, what the client predicts and what is replicated, then implements it with your engine's networking stack or the one you already use.

Does it need Unity or Unreal installed?

No. It works on design documents, code and scripts. You run the code in your editor; it gives you the steps to try each change.

Can it make Blender tools?

Yes. It writes Python add-ons, validators and exporters that check scale, UVs, naming or polygon counts and report problems without changing your source files.

How much does it cost to run?

The template is free. Each run uses Rerun credit, like any coworker.

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