GameDesignSkillChain_v1
Created: 5/6/2026
Authors and audits Skill Chains per Daniel Cook's 'Chemistry of Game Design'. Each chain is a directed graph of skill atoms - self-contained four-part feedback loops (action -> simulation -> feedback -> modeling) - linked by produced-skill prerequisites that the player learns one atom at a time. The skill enforces Cook's hard rule that every atom MUST have feedback or it cannot teach, the closed five-state atom taxonomy (unexercised, active, partially_mastered, mastered, burned_out), the early/late stage burnout distinction, the ~2-atom prediction horizon, and the red-herring construct (pleasure-without-utility atoms that cause runaway burnout). Four traversal modes: design (top-down chain authoring), decompose (bottom-up extraction from a shipped game), audit (structural integrity check), annotate_burnout (classify atom states from playtest evidence and compute ripple effects). Cognitive-only. Species-agnostic; pairs with GameDesignConcepting_v1 (consumes brief), GameDesignPillars_v1