Quest Design
Purpose
Design objective structure, gating, branching, and player guidance for mission-like content.
Use When
- building quests, objectives, or mission chains
- objective logic is hard to follow
- branching or failure states need clarity
Inputs
- narrative intent
- level flow
- system dependencies
- reward or progression hooks
Process
- define quest goals, states, triggers, and transitions
- specify optionality, branching, fail conditions, and recovery paths
- coordinate objective communication with UI and narrative
- ensure logic is testable and debuggable
- flag telemetry needed for drop-off or confusion points
Outputs
- quest flow spec
- state map
- UI communication notes
- test cases
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- adding systems that do not serve the core loop
- shipping vague rules that QA and engineering must guess at
- tuning without instrumentation or hypotheses
Related Agents
- narrative-designer
- level-designer
- ui-ux-designer
Related Commands
- quest-design
- gdd
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

