game-design-smart-goal-audit — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-design-smart-goal-audit (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Audit game design goals against the SMART criteria, adapted for the realities of game design work — where goals often mix player experience intentions, behavioral outcomes, and business metrics.
Game design goals often fail in predictable ways:
SMART forces clarity. Applied to game design, it helps distinguish design intent (what experience you're crafting) from design success criteria (how you'll know you achieved it).
| Letter | Criterion | Game design lens |
|---|---|---|
| S | Specific | Does the goal name a concrete mechanic, system, player segment, moment, or behavior — not just a vague direction? |
| M | Measurable | Is there a metric, behavioral signal, playtest observation method, or proxy indicator that confirms the goal was achieved? |
| A | Achievable | Is it realistic given team size, scope, platform, timeline, and existing systems? Does it avoid over-promising on player behavior? |
| R | Relevant | Does it connect to the game's pillars, the feature's purpose, or a known player need? Would hitting this goal actually matter? |
| T | Time-bound | Does it have a milestone, sprint, release, or playtest checkpoint attached? |
Before auditing, classify the goal — this shapes how you apply SMART:
Flag the type at the top of the audit. Experience goals require special handling — they need a proxy metric or observation method to become measurable.
For each criterion:
Write 1–2 sentences per criterion explaining specifically what is strong or what is missing. For game design goals, pay special attention to:
2–3 sentences on the goal's overall quality. Name the single biggest weakness and why it matters.
Rewrite as a stronger SMART version that:
If the goal reveals a pattern — e.g., all goals are experience-focused with no measurement plan, or all goals are metric-focused with no design intent — add a brief pattern observation.
## Goal: [quote or paraphrase]
**Type**: [Experience / Behavioral / Design output / Metric / Mixed]
### SMART Audit
**S – Specific**: [✅ / ⚠️ / ❌] [explanation]
**M – Measurable**: [✅ / ⚠️ / ❌] [explanation]
**A – Achievable**: [✅ / ⚠️ / ❌] [explanation]
**R – Relevant**: [✅ / ⚠️ / ❌] [explanation]
**T – Time-bound**: [✅ / ⚠️ / ❌] [explanation]
### Overall
[2–3 sentence summary. Name the biggest weakness.]
### Rewritten Goal
> [Improved SMART version]
[Assumptions noted if any]If multiple goals are provided, audit each in sequence, then add a Patterns Across Goals section if relevant.
<!-- license-footer --> Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms.
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.