eremes81/game-design-ai-practice-en

Free book: AI Workflow for Game Designers — No Fabricated Numbers. Full text free in this repo (CC BY-NC-SA). English edition of the Korean print original (ISBN 979-11-12-21479-9).

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eremes81.github.io/game-design-ai-practice-en/
ai
ai-workflow
book
claude
claude-code
ebook
english
free-book
game-design
game-development
generative-ai
llm
prompt-engineering
technical-writing

README

AI Workflow for Game Designers

No Fabricated Numbers — A Six-Month Field Manual for Claude Code, Prompts, Validation, and Production Memory

License: CC BY-NC-SA 4.0 Korean Original Print Edition (KR) Amazon Kindle (EN) WikiDocs (KR)

🌐 Editions: 한국어 — Original · English · 日本語 · ไทย · Bahasa Indonesia · 简体中文 · 繁體中文

Cover

A hands-on field manual by Minsoo Lee — a game designer of 24 years, former design team lead on Ragnarok Online (2002–2007), now a Design Director shipping an MMORPG in Korea — on bringing generative AI (Claude Code) into daily production work. Not theory or forecasts — it walks one task at a time from the very first screen (install, accounts, pricing) through systems design, combat, narrative, level design, balance, UX, and live ops, all the way to turning meeting notes into decisions, validation gates, cost management, and copyright.

The subtitle — "No Fabricated Numbers" — is this book's promise. Every figure and case in the text comes from real work, not invented examples, and most of the code runs as is on the Python standard library alone.

What's inside:

  • Schema-first data design — the table schema and legal value ranges come before the AI writes a single row
  • Validation gates that catch AI-invented numbers, IDs, and dangling references before they reach the data sheets
  • Meeting notes → tracked decisions — decision, owner, and rationale extracted and greppable
  • AI cost management in code — token budgets enforced by scripts, not by good intentions
  • Balance simulation, procedural content pipelines, UX lint, live-ops workflows, and a team adoption strategy for leads

The book is open to readers outside games, too. Workflows like turning meeting notes into decisions, tracing a decision's ripple effects, and guarding quality with validation gates work regardless of your job. The "Beyond Games" box in each chapter is the bridge, and every chapter also carries a "Solo Scale-Down" for people building alone, with no team.


🌐 About This Edition

This is the English edition of the Korean original, 게임 기획 실무에서 바로 쓰는 AI·클로드 코드 활용법 (BOOKK, 2026 · ISBN 979-11-12-21479-9).

In the spirit of this book's honesty-first principle, here is exactly how this edition was made: it was translated from the Korean original using the book's own AI workflow (Claude-assisted translation under a fixed terminology sheet), then reviewed by the author — who is not a native English speaker. All worked transcripts are translations of the original Korean sessions, not re-runs performed in English; the untouched Korean originals live in the Korean repository. Code syntax, identifiers, numbers, and verification values are untouched.

Native-speaker corrections are very welcome — if a sentence reads wrong, please open an Issue or a Pull Request.


📖 Start Reading

About the Author

Minsoo Lee (이민수) has been a game designer since 2002 — design team lead on Ragnarok Online at Gravity (2002–2007), and today a Design Director on an MMORPG in production in Korea. This book is the field record of bringing Claude Code into that team's daily design work. · LinkedIn

Full Table of Contents

24 parts + appendices A~N + epilogue · 100 chapters. Appendices live in manuscript/part99-appendix/, the colophon in manuscript/_colophon.md.

Part 1 · Foundations

Part 2 · Information Architecture

Part 3 · Systems Design

Part 4 · Combat Design

Part 5 · Narrative

Part 6 · Content Design

Part 7 · Level Design

Part 8 · Balance

Part 9 · UX/UI

Part 10 · QA

Part 11 · Characters, Pets, and Mounts

Part 12 · Art

Part 13 · Data and KPIs

Part 14 · Mobile

Part 15 · Live Ops

Part 16 · The Communicator

Part 17 · Meeting Notes

Part 18 · Decisions and Impact

Part 19 · Leads and Team Leadership

Part 20 · Team Collaboration

Part 21 · Self-Improvement

Part 22 · Governance

Part 23 · Extensions and What's Next

Part 24 · Operations Know-How

Epilogue · Appendices


🛒 Editions & E-books

The full manuscript is free to read in this repository (CC BY-NC-SA). The editions below are for readers who want a polished e-book or the print original — and a way to support the author.

The Original Korean Edition (Print, PDF & EPUB)

AuthorMinsoo Lee (이민수) · LinkedIn
PublisherBOOKK · paperback & PDF eBook / uPaper · EPUB eBook (Korean)
ISBN979-11-12-21479-9
Published2026-06-11
Size876 pages · 24 parts + appendices A~N + epilogue
BuyPaperback ₩61,600 · PDF eBook ₩15,000 · EPUB eBook ₩15,000 (uPaper)

This repository is the English edition (markdown source) of the same book, released under the license below. The Korean original is at eremes81/game-design-ai-practice, and the Japanese edition at eremes81/game-design-ai-practice-ja.

License

This work is licensed under CC BY-NC-SA 4.0 (Attribution-NonCommercial-ShareAlike).

  • Noncommercial sharing, translation, and adaptation are allowed with credit to the original author (Minsoo Lee · 이민수) and the source.
  • Commercial use requires the author's separate permission.

A few example raster image references (e.g. char_skill_ui.png) are placeholders without originals and may show as broken images — in the official print/PDF edition those slots are filled.

ⓒ Minsoo Lee 2026

Contributors

eremes81

20 commits

eremes81/game-design-ai-practice-en

Free book: AI Workflow for Game Designers — No Fabricated Numbers. Full text free in this repo (CC BY-NC-SA). English edition of the Korean print original (ISBN 979-11-12-21479-9).

0

stars

20

commits

HTML

primary language

Sep 12, 2026

updated

eremes81.github.io/game-design-ai-practice-en/
ai
ai-workflow
book
claude
claude-code
ebook
english
free-book
game-design
game-development
generative-ai
llm
prompt-engineering
technical-writing

README

AI Workflow for Game Designers

No Fabricated Numbers — A Six-Month Field Manual for Claude Code, Prompts, Validation, and Production Memory

License: CC BY-NC-SA 4.0 Korean Original Print Edition (KR) Amazon Kindle (EN) WikiDocs (KR)

🌐 Editions: 한국어 — Original · English · 日本語 · ไทย · Bahasa Indonesia · 简体中文 · 繁體中文

Cover

A hands-on field manual by Minsoo Lee — a game designer of 24 years, former design team lead on Ragnarok Online (2002–2007), now a Design Director shipping an MMORPG in Korea — on bringing generative AI (Claude Code) into daily production work. Not theory or forecasts — it walks one task at a time from the very first screen (install, accounts, pricing) through systems design, combat, narrative, level design, balance, UX, and live ops, all the way to turning meeting notes into decisions, validation gates, cost management, and copyright.

The subtitle — "No Fabricated Numbers" — is this book's promise. Every figure and case in the text comes from real work, not invented examples, and most of the code runs as is on the Python standard library alone.

What's inside:

  • Schema-first data design — the table schema and legal value ranges come before the AI writes a single row
  • Validation gates that catch AI-invented numbers, IDs, and dangling references before they reach the data sheets
  • Meeting notes → tracked decisions — decision, owner, and rationale extracted and greppable
  • AI cost management in code — token budgets enforced by scripts, not by good intentions
  • Balance simulation, procedural content pipelines, UX lint, live-ops workflows, and a team adoption strategy for leads

The book is open to readers outside games, too. Workflows like turning meeting notes into decisions, tracing a decision's ripple effects, and guarding quality with validation gates work regardless of your job. The "Beyond Games" box in each chapter is the bridge, and every chapter also carries a "Solo Scale-Down" for people building alone, with no team.


🌐 About This Edition

This is the English edition of the Korean original, 게임 기획 실무에서 바로 쓰는 AI·클로드 코드 활용법 (BOOKK, 2026 · ISBN 979-11-12-21479-9).

In the spirit of this book's honesty-first principle, here is exactly how this edition was made: it was translated from the Korean original using the book's own AI workflow (Claude-assisted translation under a fixed terminology sheet), then reviewed by the author — who is not a native English speaker. All worked transcripts are translations of the original Korean sessions, not re-runs performed in English; the untouched Korean originals live in the Korean repository. Code syntax, identifiers, numbers, and verification values are untouched.

Native-speaker corrections are very welcome — if a sentence reads wrong, please open an Issue or a Pull Request.


📖 Start Reading

About the Author

Minsoo Lee (이민수) has been a game designer since 2002 — design team lead on Ragnarok Online at Gravity (2002–2007), and today a Design Director on an MMORPG in production in Korea. This book is the field record of bringing Claude Code into that team's daily design work. · LinkedIn

Full Table of Contents

24 parts + appendices A~N + epilogue · 100 chapters. Appendices live in manuscript/part99-appendix/, the colophon in manuscript/_colophon.md.

Part 1 · Foundations

Part 2 · Information Architecture

Part 3 · Systems Design

Part 4 · Combat Design

Part 5 · Narrative

Part 6 · Content Design

Part 7 · Level Design

Part 8 · Balance

Part 9 · UX/UI

Part 10 · QA

Part 11 · Characters, Pets, and Mounts

Part 12 · Art

Part 13 · Data and KPIs

Part 14 · Mobile

Part 15 · Live Ops

Part 16 · The Communicator

Part 17 · Meeting Notes

Part 18 · Decisions and Impact

Part 19 · Leads and Team Leadership

Part 20 · Team Collaboration

Part 21 · Self-Improvement

Part 22 · Governance

Part 23 · Extensions and What's Next

Part 24 · Operations Know-How

Epilogue · Appendices


🛒 Editions & E-books

The full manuscript is free to read in this repository (CC BY-NC-SA). The editions below are for readers who want a polished e-book or the print original — and a way to support the author.

The Original Korean Edition (Print, PDF & EPUB)

AuthorMinsoo Lee (이민수) · LinkedIn
PublisherBOOKK · paperback & PDF eBook / uPaper · EPUB eBook (Korean)
ISBN979-11-12-21479-9
Published2026-06-11
Size876 pages · 24 parts + appendices A~N + epilogue
BuyPaperback ₩61,600 · PDF eBook ₩15,000 · EPUB eBook ₩15,000 (uPaper)

This repository is the English edition (markdown source) of the same book, released under the license below. The Korean original is at eremes81/game-design-ai-practice, and the Japanese edition at eremes81/game-design-ai-practice-ja.

License

This work is licensed under CC BY-NC-SA 4.0 (Attribution-NonCommercial-ShareAlike).

  • Noncommercial sharing, translation, and adaptation are allowed with credit to the original author (Minsoo Lee · 이민수) and the source.
  • Commercial use requires the author's separate permission.

A few example raster image references (e.g. char_skill_ui.png) are placeholders without originals and may show as broken images — in the official print/PDF edition those slots are filled.

ⓒ Minsoo Lee 2026

Contributors

eremes81

20 commits

Languages

HTML

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