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title: Turning Taste into Deliverables: Making Stealth Game...
description: A game design consultant shares a structured review of an early stealth game prototype, delivered in four days with no AI assistance. Using the MDA...
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# Turning Taste into Deliverables: Making Stealth Game stealthy

**[Medium](https://daily.dev/sources/medium_js)** · 12 min read · 0 upvotes · 0 comments

## Summary

A game design consultant shares a structured review of an early stealth game prototype, delivered in four days with no AI assistance. Using the MDA (Mechanics-Dynamics-Aesthetics) framework, the review translates vague player feelings into precise, actionable design notes organized into three priority tiers. Tier 1 covers foundational issues: enemy perception state machines, a radial power wheel, action priority ordering, traversal visual language, diegetic navigation, camera control, and audio feedback. Tier 2 addresses genre expectations: surfacing enemy emotional states through world-space auras instead of UI widgets, colour harmony, combat weight, encounter variety, and interactable object tells. Tier 3 covers polish: menu hierarchy, micro-animations for NPC believability, and UI clutter removal. Each note includes a reference to a shipped game with timestamped clips so programmers can act without follow-up. The core lesson: turning design taste into buildable deliverables requires pairing every judgment with a specific fix, a reason, a priority, and a concrete reference.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://medium.com/@m7mdabdalaziz/turning-taste-into-deliverables-making-stealth-game-stealthy-b49604c65ef5>

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