From game-dev-commands
Designs game characters, NPCs, arcs, dialogue systems, archetypes, and bibles using principles, archetype toolkit, and bible structure. For narrative game dev.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-dev-commands:character-design-narrativeThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Character archetypes, motivation arcs, dialogue systems, and character bibles for game characters. Genre-agnostic — applies to any game with characters, NPCs, or player-created identities.
Character archetypes, motivation arcs, dialogue systems, and character bibles for game characters. Genre-agnostic — applies to any game with characters, NPCs, or player-created identities.
Trigger: character design, NPC design, character arc, dialogue system, character bible, character motivation, archetype, companion, antagonist, player character, voice, personality, character writing
worldbuilding — characters must fit the worldquest-narrative-coherence — character actions must be consistent with established loreHideo Kojima: "Characters should feel like they exist beyond the player's experience of them." Hidetaka Miyazaki: "Every character has a history. The player sees only the tip of the iceberg." Jenova Chen: "Characters don't need words to communicate. Presence and movement tell the story."
| Archetype | Core Trait | Typical Role | Subversion Example |
|---|---|---|---|
| Mentor | Wisdom | Guide player early | Mentor has hidden agenda |
| Trickster | Deception | Comic relief / chaos | Trickster is the most honest character |
| Guardian | Protection | Block progress until ready | Guardian is protecting something terrible |
| Herald | Information | Deliver news / quests | Herald's news is always wrong |
| Shadow | Opposition | Antagonist / dark mirror | Shadow is justified in their actions |
| Ally | Support | Help in challenges | Ally has their own quest that conflicts |
| Shapeshifter | Ambiguity | Uncertain loyalty | Shapeshifter is the only constant |
For each significant character, document:
worldbuilding — characters exist within the world's rulesquest-narrative-coherence — character consistency validationstory-structure-game — character arcs within narrative structurequest-mission-design — characters as quest givers and participantselevenlabs-sound-music — voice acting for charactersHideo Kojima (Metal Gear Solid): Characters are more than their function. The Boss, Ocelot, and Otacon all exist as complete people with histories, philosophies, and motivations. Even minor characters have enough depth that players wonder about their lives off-screen.
Hidetaka Miyazaki (Dark Souls, Elden Ring): The most compelling characters are the ones you piece together. Solaire's sunny optimism in a dying world, Siegmeyer's fading courage — their stories unfold through brief encounters and item descriptions, creating a bond stronger than any cutscene.
Jenova Chen (Journey): Sometimes the most powerful character is another player. Journey's companions communicate without words, creating genuine emotional connection through shared experience. Characters don't always need dialogue to be memorable.
npx claudepluginhub fcsouza/agent-skillsBuilds narrative structure, world logic, dialogue intent, and player motivation that support the game loop. Useful when narrative and gameplay feel disconnected.
Guides creating memorable, readable game characters with principles like 3-read rule, silhouette-first design, and scale independence. Useful when designing characters or concepts for any game project.
Provides patterns for branching game narratives: quest/event trees, dialogue systems, world-building layers, and lore bibles with YAML + Mermaid.