Install
openclaw skills install game-design-unknown-unknowns-prototypingDetect unknown unknowns in game design and decide what to prototype before committing to production. Use when a feature concept feels promising but underdefined, when the team disagrees about the real design problem, when a mechanic seems interesting but the source of interest is unclear, when a concept risks premature production commitment, or when the team needs to determine what should be prototyped, in what order, and why.
openclaw skills install game-design-unknown-unknowns-prototypingUse prototyping to discover what actually needs to be learned.
This skill helps map uncertainty, identify likely blind spots, frame prototype questions, choose the cheapest useful prototype type, sequence tests, and define stop criteria. Keep the work practical and decision-oriented. Do not prototype to mimic production. Prototype to expose uncertainty.
Preproduction handles known unknowns. Prototyping explores unknown unknowns.
That distinction matters.
Therefore:
Use these four buckets to classify the state of understanding around a concept.
Things the team is already confident about.
Things the team already knows it needs to answer.
Things the team implicitly knows but has not surfaced.
Things the team cannot yet name directly, but can infer are likely hiding in the concept.
Read references/quadrants-and-hiding-places.md when you need examples of each quadrant or a list of common hiding places for unknown unknowns.
Generate a prototyping plan with these outputs:
Clarify the current idea and its uncertainty surface.
Ask:
Write:
Map the concept using the four quadrants.
Use this format:
| Quadrant | Items |
|---|---|
| Known knowns | ... |
| Known unknowns | ... |
| Unknown knowns | ... |
| Unknown unknowns suspects | ... |
Important note: the last row is deliberately phrased as unknown unknowns suspects. True unknown unknowns cannot be listed directly. They can only be inferred from where hidden uncertainty is likely to live.
Turn uncertainty into learning objectives.
Rule: a prototype question should describe what must be learned, not what must be built.
Good prototype questions often sound like:
Read references/prototype-question-patterns.md when you want more examples of strong versus weak prototype questions.
Write:
Choose the cheapest artifact that can expose the uncertainty.
Do not default to a playable digital prototype. Choose the medium based on the unknown.
Prototype types:
Use this format:
| Prototype Question | Best Prototype Type | Fidelity Needed | Why |
|---|
Read references/prototype-types.md when you need examples of what each type is best at exposing.
Order prototypes so each one clarifies the next one.
A prototype should do at least one of the following:
Track prototype nodes using these state labels:
Use this format:
| Prototype Node | Intended Learning | Result | Next Branch | State |
|---|
Ask what is not being prototyped because the team is overfocused on the visible feature.
Diagnostic prompts:
Read references/anti-patterns.md for common prototyping failure modes and how to spot them.
Define when to stop exploring and move into preproduction or production framing.
Stop when there is enough clarity on:
Do not wait for:
Write:
For each prototype, write a compact brief that ties the work to a decision.
Use this format:
Prototype name:
What this is trying to learn:
Why this matters now:
What is deliberately out of scope:
Prototype type:
Minimum fidelity needed:
Success signal:
Failure signal:
Possible branches after test:
This keeps prototypes from becoming vague experiments with no decision consequence.
Use this structure unless the user asks for something else:
Use this quick pass when speed matters:
This skill is especially useful for:
When useful, combine this skill with a more explicit decision framework such as GROW:
Prototyping is not the path to a product. It is the path to understanding what you are actually making.
Do not ask only, "How do we build this?" Ask first, "What do we not yet understand well enough to build responsibly?"