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gd-gdd-creation

Game Design Document creation and structure. Use when no GDD exists in the project, starting a new game project, major feature requires design documentation, GDD needs updating due to changes, or preparing for prototype or production.

personAuthor: jakexiaohubgithub

GDD Creation

GDD Document Structure

Modular GDD: docs/design/gdd/

Modern GDD structure uses modular organization:

| File | Purpose | |------|---------| | index.md | GDD overview and navigation | | 1_overview.md | High concept, elevator pitch, target audience | | 2_paint_friction_system.md | Core gameplay mechanics | | 3_movement_system.md | Player controls and locomotion | | 4_territory_control.md | Win conditions and territory gameplay | | 5_weapon_system.md | Combat and weapons | | 8_ui_hud_system.md | Interface and feedback | | 13_multiplayer.md | Network architecture and sync |

Main Document Template: docs/design/gdd.md (Optional)

# Game Design Document - [Project Name]

## Document Info
- **Version:** X.X.X
- **Last Updated:** YYYY-MM-DD
- **Author:** Game Designer Agent
- **Status:** Draft | Review | Approved

---

## 1. Overview

### 1.1 High Concept
One to two sentence summary of the game.

### 1.2 Elevator Pitch
A 30-second pitch that hooks the listener.

### 1.3 Target Audience
- Primary audience: [description]
- Secondary audience: [description]
- Age rating: [ESRB/PEGI rating]

### 1.4 Platforms
- Target platforms: [list]
- Technical constraints: [list]

### 1.5 Unique Selling Points
- USP 1: [description]
- USP 2: [description]
- USP 3: [description]

---

## 2. Core Gameplay

### 2.1 Game Loop
[Minute-by-minute breakdown of player experience]

### 2.2 Core Mechanics
[Primary game systems and rules]

### 2.3 Win/Lose Conditions
- Victory conditions: [list]
- Defeat conditions: [list]
- Draw conditions: [if applicable]

### 2.4 Session Length
- Target session duration: [X minutes]
- Match duration: [Y minutes]
- Expected engagement: [Z hours/week]

---

## 3. Mechanics

### 3.1 Movement
[How players move through the world]

### 3.2 Combat/Interaction
[How players interact with the game world]

### 3.3 Progression
[How players advance/grow]

### 3.4 Special Systems
[Unique mechanics that don't fit elsewhere]

---

## 4. Characters & Classes

### 4.1 Character Archetypes
[List of character types]

### 4.2 Abilities & Skills
[What characters can do]

### 4.3 Stats & Attributes
[Character properties]

### 4.4 Customization
[How players personalize characters]

---

## 5. Weapons & Items

### 5.1 Weapon Categories
[Types of weapons]

### 5.2 Item System
[How items work]

### 5.3 Balance Considerations
[Rock-paper-scissors relationships]

---

## 6. Level Design

### 6.1 Map Layout Principles
[Design philosophy for levels]

### 6.2 Flow Analysis
[How players move through spaces]

### 6.3 Spawn Points
[Where players enter/exit]

### 6.4 Key Locations
[Important places in levels]

---

## 7. UI/UX

### 7.1 HUD Elements
[What's shown on screen]

### 7.2 Menu Flow
[Navigation structure]

### 7.3 Controls
[Input schemes per platform]

### 7.4 Accessibility
[Inclusive design features]

---

## 8. Progression

### 8.1 Leveling System
[How players advance]

### 8.2 Rewards
[What players earn]

### 8.3 Economy
[Currency systems, sinks/faucets]

---

## 9. Multiplayer (if applicable)

### 9.1 Match Structure
[How matches are formed]

### 9.2 Team Balancing
[How teams are composed]

### 9.3 Network Considerations
[Latency handling, sync strategy]

---

## 10. Audio/Visual

### 10.1 Art Style
[Visual direction]

### 10.2 Sound Design
[Audio philosophy]

### 10.3 Music
[Music approach]

---

## 11. Technical Considerations

### 11.1 Platform Constraints
[Technical limitations]

### 11.2 Performance Targets
[FPS, load times, etc.]

### 11.3 Localization
[Language support]

---

## Appendix

### Glossary
[Game-specific terminology]

### References
[Inspiration games, documents]

### Version History
| Version | Date | Changes |
|---------|------|---------|

Supporting Artifacts

The GDD is supported by separate documents:

| Artifact | Purpose | Location | |----------|---------|----------| | Core Loop Spec | Minute-by-minute gameplay | docs/design/core_loop.md | | Decision Log | Design decisions with rationale | docs/design/decision_log.md | | Open Questions | Unresolved design questions | docs/design/open_questions.md | | Gear Registry | Items, weapons, equipment | docs/design/gear_registry.md | | Map Templates | Level designs | docs/design/map_templates.md | | Economy Model | Currency systems | docs/design/economy_model.md | | Visual Language | Art/UX direction | docs/design/visual_language.md | | Tech Spec | Technical requirements | docs/design/tech_spec.md | | MVD Checklist | Prototype readiness | docs/design/mvd_checklist.md |


GDD Creation Workflow

Step 1: Repository Analysis

Gather context about the project:

# Read project files for context
Read("README.md")
Read("package.json")
Read("prd.json")
Glob("src/**/*")  # List source files

Document:

  • Project type and genre
  • Current implementation status
  • Technology stack
  • Team size and structure

Step 2: Research Phase

Use web-search and GitHub MCP:

  • Research similar games
  • Find reference implementations
  • Document inspirations
  • Identify best practices

Step 3: Design Sessions

Use thermite-design skill for structured sessions:

  • Boardroom Retreat for core concepts
  • Deep Dive for specific domains
  • Decision Review for validation

Step 4: Draft GDD

Create the main GDD document with all sections.

Step 5: Iterate

Refine through self-iteration and team feedback.


GDD Review Checklist

Before marking GDD as ready:

Completeness

  • [ ] All 11 main sections complete
  • [ ] Supporting artifacts created
  • [ ] Decision log has initial entries
  • [ ] Open questions tracked

Quality

  • [ ] Clear, unambiguous language
  • [ ] No contradictions within document
  • [ ] All mechanics described in detail
  • [ ] Art style is specific

Usability

  • [ ] Table of contents for navigation
  • [ ] Cross-references between sections
  • [ ] Version history maintained
  • [ ] Glossary for game-specific terms

GDD Maintenance

When to Update

Update GDD when:

  • New mechanics are added
  • Existing mechanics change significantly
  • Balance changes are implemented
  • New features are planned
  • Team requests clarification

Version Control

  • Use semantic versioning (X.Y.Z)
  • Major version: Complete overhauls
  • Minor version: Feature additions
  • Patch version: Clarifications, small fixes

Change Log

Maintain a change log in the GDD:

## Version History

| Version | Date | Author | Changes |
|---------|------|--------|---------|
| 0.1.0 | 2025-01-21 | Game Designer | Initial draft |
| 0.2.0 | 2025-01-22 | Game Designer | Added combat section |

Common Mistakes to Avoid

| Mistake | Why It's Bad | Fix | |---------|--------------|-----| | Too vague | Developers won't know what to build | Be specific with numbers and examples | | Over-specifying | Stifles creativity, hard to maintain | Focus on what, not how | | No versioning | Can't track changes | Always version your GDD | | Ignoring technical constraints | Unrealistic designs | Consult technical team early | | Writing for AAA scope on indie budget | Unrealistic expectations | Scope appropriately | | Not updating | Document becomes obsolete | Maintain regularly |