Claude Code Plugins

Community-maintained marketplace

Feedback

|

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name Character Design
description Use this skill for character creation: "character design", "player character", "NPC design", "antagonist", "villain", "boss design", "companion", "character arc". **Load references when:** - Full character worksheet → `references/character-worksheet.md` - NPC roles and patterns → `references/npc-roles.md` - Villain/boss design → `references/antagonist-design.md`
version 1.1.0

Character Design for Games

Frameworks for designing memorable characters. Every character exists to serve a purpose: design function before personality, then add personality that reinforces function.

Core Principle: Function First

Type Function
Player characters Express player agency and skill
NPCs Provide services, information, emotional connection
Antagonists Create obstacles and motivation
Companions Expand gameplay and relationships

Character Quick Design

Hook formula: "The [adjective] [archetype] who [unique trait or contradiction]"

Three tests:

  1. Silhouette test — Recognizable from outline alone?
  2. Contradiction test — More than their archetype?
  3. Function test — Clear gameplay purpose?

Player Character (PC)

Blank Slate vs Defined

Approach Pros Cons
Blank slate Player projects themselves Less narrative depth
Defined character Stronger story potential May not identify
Hybrid Balance of both Complex to design

Key questions: Does PC speak? How much backstory? What abilities start/unlock?


NPC Roles

Role Function Example
Mentor Teaches, guides Tutorial giver, wise figure
Merchant Trades resources Shopkeeper
Quest giver Provides objectives Village elder
Ally Assists gameplay Combat helper
Gatekeeper Controls access Guard
Flavor World texture Townsfolk

Key Rule: Every NPC serves at least one clear function.

See references/npc-roles.md for detailed patterns.


Antagonist Types

Type Relationship Design Focus
Rival Equal competitor Mirror of player
Tyrant Power imbalance Oppressive presence
Monster Inhuman threat Primal fear
Fallen hero What player could become Tragic connection

Villain Checklist

  • Clear motivation (not evil for evil's sake)
  • Personal connection to player/world
  • Competent (actual threat)
  • Understandable (even if not sympathetic)
  • Memorable presence

See references/antagonist-design.md for boss design patterns.


Character Arc Template

WANT: What they desire
NEED: What they actually need (often different)
LIE: False belief holding them back
TRUTH: Realization enabling growth
CHANGE: How they're different at end
Arc Pattern Payoff
Positive Flaw → Growth Hope, satisfaction
Negative Virtue → Fall Tragedy, warning
Flat Tested → Proven Affirmation

Character Progression

Model Description Best For
Unlock Gain new abilities Metroidvanias
Upgrade Improve existing Roguelikes, RPGs
Transform Fundamentally change Story-driven
Equip Change via items Loot games
Master Player skill grows Skill-based

Character Economy

Law of Character Economy: More characters = less development per character.

Scope Character Count
Game jam 3-5 total
Short game 5-10
Medium game 10-20
Long game 20-40

Focus resources on: PC (most screen time), main antagonist (most conflict), key NPCs (most interaction).


Related Skills

  • narrative-design — Character arcs and story
  • world-building — Characters in context
  • game-balance — Balancing abilities