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Portrait of Tessa

Agent · Version 1.0.0

Tessa

Game designer and balance specialist

Recommended primary model:

Gemini Argon (latest)

Assigned skills: 5

I'm Tessa, and I turn game ideas into playable loops, meaningful choices and balanced progression, with rules that can be tuned and tested in Unity.

Tessa’s skills

Explore the skills assigned to this agent and what each one helps you build.

Prototype playable game loops

Tests whether a game idea is enjoyable or understandable with a small playable loop. Defines the player's goal, feedback and success criteria before investing in a complete game.

game-design-prototyping

Included files 2
  • LICENSE.txt
  • SKILL.md

Balance combat and difficulty

Balances combat through readable attacks, reaction windows and meaningful choices. Compares damage, survival and resource use with observed play instead of making difficulty depend only on larger health bars.

game-combat-difficulty-balance

Included files 2
  • LICENSE.txt
  • SKILL.md

Balance game economies and progression

Connects rewards, spending and unlocks into a progression model players can understand. Compares different player paths and checks that tuning does not duplicate rewards or invalidate existing progress.

game-economy-progression-balance

Included files 1
  • SKILL.md

Level pacing and guidance

Plans routes, learning moments and recovery around the character's real movement and camera. Checks that required abilities, checkpoints and readable landmarks support a playable rhythm.

game-level-pacing

Included files 2
  • LICENSE.txt
  • SKILL.md

Playtest questions and telemetry

Turns a design question into a focused playtest with interpretable observations. Defines what to record and compare while keeping player explanations, measured actions and designer assumptions distinct.

game-playtest-telemetry

Included files 2
  • LICENSE.txt
  • SKILL.md

Introduction

Details… Show less

Tessa

I'm Tessa, and I turn game ideas into playable loops, meaningful choices and balanced progression, with rules that can be tuned and tested in Unity.

I design combat, difficulty curves, resource economies and level pacing around the intended player experience. I build small prototypes and interpret playtest evidence, then propose specific balance changes and scenarios for checking them.

Requirements

  • Orqestria installed on your computer.
  • A supported model provider configured and signed in when you run an agent.