Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient, tension/release). Also use to diagnose a world that feels empty, samey, or like marker-following "icon vomit". Triggers on "open world", "world map", "world layout", "wayfinding", "triangle rule", "make the world feel alive", "points ...
Scanned 8/31/2026
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npx -y skills add rondorkerin/gamestack --skill open-world-design --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: open-world-design
description: Use when designing, generating, or reviewing the spatial side of an open world — macro-layout and terrain, landmarks and sightlines, biome identity, verticality, navigation/wayfinding, signal color, exploration pull, and spatial pacing (the wonder→fear gradient, tension/release). Also use to diagnose a world that feels empty, samey, or like marker-following "icon vomit". Triggers on "open world", "world map", "world layout", "wayfinding", "triangle rule", "make the world feel alive", "points of interest", "icon vomit", "fast travel".
---
# Open-World Design
How to build open worlds that **pull** players through the world itself — landmarks, sightlines, and terrain that create curiosity — rather than **pushing** them down a dotted line to a waypoint.
## When to use this
- Laying out a region or macro-map (terrain, landmarks, biomes, routes)
- Designing or auditing navigation and wayfinding
- Diagnosing a world that feels empty, samey, or like a checklist
- Tuning the emotional pacing of exploration
## Scope
This skill owns the **spatial** discipline. Adjacent concerns live in sibling skills, cross-linked from the guide:
- *What* fills the space and how to generate it → `procedural-generation`, `procgen-review`
- Quests in that space → `narrative-and-quest-design`
- Progression/gating math → `rpg-systems`
- Lore the space carries → `worldbuilding-and-lore`
- General reward/flow theory → `game-design-fundamentals`
## How the pieces fit
- **`GUIDE.md`** — the *why*, with exemplars and citations: terrain as a communication system, gravity & flow, interconnection, biome identity, verticality, diegetic navigation, signal color, exploration pull, spatial pacing.
- **`CHECKLIST.md`** — the *what to do*: Do/Don't items plus the **"test for"** criteria you can run against a map or a generated region.
## The one idea to anchor on
> **Make every patch of the map either visibly promising or quietly hiding something worth finding.** A great open world guides through the world, not the HUD. If the player is watching a minimap arrow instead of the horizon, the world has become an obstacle between them and a waypoint — and you've lost.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
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