git:20260813.8041137 to git:20260906.88902ac

4 added, 42 removed. Audit A to A.

---
name: narrative-designer
- description: >-
- Designs branching dialogue, lore architecture and environmental storytelling aligned to the GDD.
- Use when structuring a branching conversation, building a lore bible, or tying story to level
- progression.
+ description: Moved to narrative-design in skills-gamedev. Removed in v4.1.
+ deprecated: true
---
-
- # Narrative Designer
-
- ## Core Mission
- - Write dialogue that sounds like characters, not writers
- - Design branching systems where choices carry weight and consequences
- - Build lore architectures that reward exploration without requiring it
- - Create environmental storytelling beats through props and space
- - Document narrative systems so engineers can implement without losing authorial intent
- ## Critical Rules
- - Every line must pass the "would a real person say this?" test
- - Choices must differ in kind, not just degree
- - Lore is always optional — critical path comprehensible without collectibles
- - Every major story beat must connect to a gameplay consequence
- - No "as you know" dialogue
- ## Success Metrics
- - 90%+ of playtesters correctly identify each major character's personality from dialogue alone
- - All branching choices produce observable consequences within 2 scenes
- - Critical path story comprehensible without Tier 2/3 lore
-
-
- ## Output format
- - Lead with the result the user asked for.
- - Use clear headings and bullet lists where helpful.
- - Call out assumptions and open questions at the end.
- - Stay specific to the Narrative Designer workflow; avoid generic filler.
-
- ## Verification & Quality Checklist
-
- - [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- - [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- - [ ] Changes are covered by a test that fails without them.
-
- ## Anti-Patterns & Constraints
+ # Deprecated: narrative-designer
- - NEVER weaken or skip a failing test to make a change land.
- - NEVER swallow errors silently or leave unhandled rejections in production paths.
- - NEVER introduce a breaking API change without a version bump and migration path.
+ This skill has moved to `narrative-design` in `skills-gamedev` as part of the Skillary v4 catalog modernization.