AgentSkillsCN

gdd-generator

生成游戏设计文档,从原型阶段一路延伸至量产规模。依据游戏生命周期的不同阶段,灵活把握内容深度,确保设计的适切性与完整性。

SKILL.md
--- frontmatter
name: gdd-generator
description: Generate Game Design Documents that scale from prototype to production scope. Reads lifecycle phase to determine appropriate depth.
domain: design
type: generator
version: 1.0.0
trigger: user
allowed-tools:
  - Read
  - Write

GDD Generator Skill

This skill generates Game Design Documents that automatically scale based on the current lifecycle phase. It reads docs/.workflow-state.json to determine whether the project is in prototype, vertical slice, or production — then adapts its questioning depth, document scope, and output structure accordingly.

Workflow Context

FieldValue
Assigned Agentdesign-lead
Sprint PhaseLifecycle start (any phase)
Directory Scopedocs/*-gdd.md
Workflow ReferenceSee docs/agent-team-workflow.md

When to Use This Skill

Invoke this skill when the user:

  • Asks to "create a GDD", "write a design doc", or "document my game idea"
  • Says "generate a GDD for [game concept]"
  • Asks "expand prototype GDD to vertical slice" or "create production GDD"
  • Needs to communicate game design to a team or stakeholders

Lifecycle Detection

Before starting, read docs/.workflow-state.json to determine the current lifecycle phase.

json
{ "lifecycle_phase": "prototype" | "vertical_slice" | "production" }

If the file does not exist or the field is missing, ask the user which phase they are in. Default to prototype if unclear.

Display the detected phase prominently at the start of interaction:

code
=== GDD GENERATOR ===
Lifecycle Phase: [PROTOTYPE / VERTICAL SLICE / PRODUCTION]
Scope: [Brief description of what this means for the GDD]
===

Phase-Specific Behavior Summary

AspectPrototypeVertical SliceProduction
GoalTest core questionsProve final qualityDocument complete game
ScopeMinimum viable featuresPolished representative sliceAll planned features
TimelineDays to weeks2-4 weeksMonths to years
ContentPlaceholder/minimalPolished subset, final artComplete content plan
PolishNo juice, basic feedbackFull juice, VFX, audioQuality bar defined
MonetizationNot coveredNot coveredFully documented
Success metric"Does mechanic work?""Would I buy this?""Is this shippable?"
Output filedocs/prototype-gdd.mddocs/vertical-slice-gdd.mddocs/production-gdd.md

Core Principle

Structured documentation enables focused development at every scale. It forces the designer to articulate what they are testing/proving/building, separates core mechanics from scope creep, defines success criteria before building, and scales naturally as the project matures.

All three phases use an interactive questioning workflow: ask questions in phases, wait for user response before proceeding, then generate the full GDD from gathered answers.

For Claude: If any answer is vague, ask for specifics. Push back on scope creep. Suggest improvements to weak critical questions. Use examples from similar games to clarify. Match depth to phase.


PROTOTYPE PHASE

Prototype Questions

Phase 1: Core Concept

code
**1. Game Concept** — In 1-2 sentences, what is your game?
**2. Elevator Pitch** — 30-second pitch combining genre, core mechanic, and hook.
**3. Design Pillars** — 2-4 core principles that define this game.
**4. Primary Influences** — 2-5 games that inspire this. For each, explain WHAT you're taking.

Wait for user response.

Phase 2: Critical Testing Focus

code
**5. Critical Questions** — 3-5 questions this prototype must answer. Format: "Does [mechanic] feel [quality]?"
**6. Success vs Failure** — For each question, what does SUCCESS look like? FAILURE?
**7. Timeline** — Weekend / Week / Two weeks / Month / Other

Wait for user response.

Phase 3: Core Mechanics

code
**8. Core Mechanic** — PRIMARY mechanic: how it works step-by-step, inputs, outputs, why interesting.
**9. Supporting Mechanics** — 2-4 supporting mechanics with interactions to core.
**10. Content Scope** — Counts for: abilities/weapons, enemy types, levels, win/lose conditions.

Wait for user response.

Phase 4: Scope Definition

code
**11. What's IN** — Minimum features required to test critical questions.
**12. What's OUT** — Explicitly excluded features with WHY for each.
**13. Target Playtime** — Duration of a single playthrough.

Wait for user response.

Phase 5: Implementation & Metrics

code
**14. Implementation Phases** — Break timeline into phases (goal, deliverables, test criteria each).
**15. Success Metrics** — Qualitative (playtester observations) + Quantitative (session length, completion rate).
**16. Known Risks** — For each: risk, mitigation, fallback.

Wait for user response, then generate GDD.


Prototype GDD Template

markdown
# [GAME TITLE] - Prototype Design Document

**Version:** [Version] - Prototype | **Goal:** [One sentence] | **Timeline:** [X] | **Date:** [Date]

## 1. CONCEPT
- Elevator Pitch, Design Pillars (2-3 sentences each), Primary Influences (what we take + how it applies)

## 2. WHAT WE'RE TESTING
- Critical Questions (numbered, with success/failure criteria per question)
- Decision Threshold: Score 1-5 per question. High = build full game, Medium = iterate, Low = pivot/kill.

## 3. CORE MECHANICS
- Core Mechanic: step-by-step, inputs, system response, interactions
- Supporting Mechanics: specifics and interactions with core

## 4. CONTENT SCOPE
- Content types with specific numbers and details per item

## 5. PROTOTYPE SCOPE
- What's IN (minimum viable) / What's OUT (excluded with rationale per item)

## 6. IMPLEMENTATION PHASES
- Per phase: name, timeline, goal, deliverables, test criteria

## 7. SUCCESS METRICS
- Playtester observations + quantitative targets

## 8. RISK MITIGATION
- Per risk: risk, mitigation, fallback

## 9. POST-PROTOTYPE DECISION TREE
- High score: next steps + timeline to v1.0
- Medium score: issues-to-solutions + iteration timeline
- Low score: exit criteria + pivot options

Save to: docs/prototype-gdd.md

Prototype Guidelines

  • Do not plan full game features; focus on testing core questions only
  • Be ruthlessly specific: not "Good controls" but "WASD movement at 200 px/s"
  • Define success measurably: not "Players like it" but "Players play 3+ runs in first session"
  • Default to LESS. Every feature must answer a critical question. If it does not test core loop, it is OUT.

VERTICAL SLICE PHASE

Vertical Slice Questions

First, read the existing prototype GDD (default: docs/prototype-gdd.md).

Phase 1: Prototype Validation

code
Reading prototype GDD... Found: [X] critical questions, [scope summary]

**1. Validation Results** — For each critical question: PASS / NEEDS ITERATION / FAIL with evidence.
**2. Key Learnings** — What did playtesting reveal? What changes needed?

Wait for user response.

Phase 2: Vertical Slice Scope

code
**3. Target Experience Duration** — How long should the polished slice experience be?
**4. Content Expansion** — What expands from prototype? How much content? Any new features?
**5. Quality Bar Reference** — Visual reference game? Audio (music + SFX)? Juice level?
**6. Timeline** — How many weeks? Hours per week availability?
**7. What Is This Slice Proving?** — Core question + who needs convincing?

Wait for user response.

Phase 3: Quality Bar Definition

code
**8. Visual Polish** — Replace placeholders? Art style? Reference game quality?
**9. Audio** — Music tracks needed? SFX coverage level?
**10. Game Feel (Juice)** — Screen shake? Particles? Damage numbers? UI animations?
**11. Performance Targets** — FPS target? Max entities on screen?

Wait for user response.

Phase 4: Development & New Features

code
**12. Phase Breakdown** — Typical: Week 1 refactor/assets, Week 2 audio/juice, Week 3 balance/content, Week 4 bugfix/polish. Adjust to your timeline.
**13. New Features** — Features added beyond prototype? For each: why, priority, dependencies.

Wait for user response.

Phase 5: Success Criteria

code
**14. Validation Questions** — Quality ("finished game?"), Engagement ("pay for more?"), Repeatability ("replay?"), Vision ("proves concept?"). Which matter most?
**15. Quantitative Targets** — Completion rate, retry rate, runs/session, satisfaction rating.
**16. Known Risks** — Art delays? Audio complexity? Performance concerns?

Wait for user response, then generate GDD.


Vertical Slice GDD Template

markdown
# [GAME TITLE] - Vertical Slice GDD

**Version:** [X.Y.Z] | **Based On:** Prototype GDD v[X] | **Goal:** [What slice proves]
**Timeline:** [Weeks] | **Target Completion:** [Date]

## EXECUTIVE SUMMARY
- Prototype Validation Summary: tested questions, results (PASS/ITERATE/FAIL), key learnings
- Vertical Slice Vision: what we are proving, slice scope (duration, content, quality bar)

## 1. WHAT'S IN THE VERTICAL SLICE
- Core Features (from prototype, being polished): per feature — status, enhancements, quality bar
- New Features (additions): per feature — why adding, scope, priority, dependencies, acceptance criteria
- Content Scope: table comparing prototype vs vertical slice volumes per content type

## 2. QUALITY BAR
- Visual Quality: art style, reference game, requirements per category (characters, enemies, UI, VFX)
- Audio Quality: music tracks, SFX categories, reference quality
- Game Feel (Juice): per-action polish requirements, interaction feel, UI polish

## 3. TECHNICAL REQUIREMENTS
- Performance Targets (FPS, load time, memory, build size)
- Code Quality (refactoring checklist, standards)

## 4. SCOPE BOUNDARIES
- What's IN (gameplay, polish, screens with specifics) / What's OUT (excluded with rationale)

## 5. DEVELOPMENT PHASES
- Per phase: name, timeline, goal, tasks, deliverable

## 6. SUCCESS CRITERIA
- Validation Questions (quality, engagement, repeatability, vision with specific criteria)
- Quantitative Targets (completion rate, retry rate, FPS, bug targets)

## 7. RISK ASSESSMENT
- Risks from Prototype (known issues + how slice addresses them)
- New Risks (risk, impact, mitigation, fallback per item)

## 8. POST-SLICE DECISION TREE
- Succeeds: next steps toward production / Needs Iteration: fix plan / Fails: pivot options

## 9. BUDGET & RESOURCES
- Time budget breakdown (programming, art, audio, design, polish hours)
- Asset production needs

Save to: docs/vertical-slice-gdd.md

Vertical Slice Guidelines

  • Narrow scope, deep polish — final game quality for everything included
  • Build on prototype evidence — every decision references validation results
  • Do not redesign validated mechanics, polish them
  • Define quality bar precisely: name a reference game, specify exact requirements per interaction

PRODUCTION PHASE

Production Questions

If a prototype or vertical slice GDD exists, read it first.

Phase 1: Vision & Scope

code
**1. Vision Statement** — What is this game and why does it exist? (1 paragraph)
**2. Target Audience** — Demographics, player motivations, comparable audiences.
**3. Unique Selling Points** — 3 things that make this game worth buying.
**4. Core Pillars** — 3-4 design pillars with in-game manifestation.
**5. Target Platforms & Release** — Platforms, release quarter, team size.
**6. Monetization Model** — Premium / F2P / Subscription? Revenue streams?

Wait for user response.

Phase 2: Core Systems

code
**7. Core Loop** — Minute-to-minute, session-to-session, and long-term loops.
**8. Primary Mechanics** — Per mechanic: description, input, response, feedback, depth, example.
**9. All Game Systems** — Every major system with purpose, components, interactions, balance levers.
**10. System Interactions** — How systems connect, key interaction points.

Wait for user response.

Phase 3: Content & Progression

code
**11. Total Content Scope** — Numbers for: levels, enemies, abilities, bosses, narrative, cinematics.
**12. Progression Design** — Levels, XP curve, rewards, skill tree, unlock sequence.
**13. Economy Design** — Currencies (earn rate, sinks, sources, caps). Resource flow.
**14. Player Experience** — FTUE, difficulty curve, session design, return hooks.
**15. Narrative & World** — Story, setting, factions, characters, narrative-gameplay integration.
**16. Art & Audio Direction** — Visual style, palette, UI, music, SFX, voice acting.

Wait for user response.

Phase 4: Production & Business

code
**17. Technical Requirements** — Engine, platforms, performance, architecture, saves, pipeline.
**18. Development Phases** — Pre-prod, vertical slice, production, alpha, beta, release milestones.
**19. Team Structure** — Roles, responsibilities, headcount.
**20. Success Metrics (KPIs)** — Engagement, monetization, quality metrics with targets.
**21. Post-Launch Plan** — Update cadence, content drops, events, Year 1 roadmap.
**22. Risk Assessment** — Major risks with likelihood, impact, mitigation.

Wait for user response, then generate GDD.


Production GDD Template

markdown
# [GAME TITLE] - Game Design Document

**Version:** [X.Y.Z] | **Status:** [In Production / Pre-Production / Planning]
**Lead Designer:** [Name] | **Team Size:** [N] | **Platforms:** [X] | **Release:** [Q Year]

## EXECUTIVE SUMMARY
- Vision Statement, Elevator Pitch, Target Audience, USPs, Core Pillars

## 1. CORE GAMEPLAY
- Core Loop (minute/session/long-term breakdowns)
- Primary Mechanics (per mechanic: description, input, response, feedback, depth, example)
- Secondary Mechanics

## 2. GAME SYSTEMS
- Per system: purpose, components, player interactions, progression, balance levers, edge cases, visual design, technical requirements

## 3. PROGRESSION & ECONOMY
- Player Progression (level curve, skill tree, unlock sequence)
- Economy Design (currencies, resource flow, monetization integration)

## 4. CONTENT SCOPE
- Content Breakdown (total volumes), Production Plan (per type), Content Roadmap (month-by-month)

## 5. PLAYER EXPERIENCE
- FTUE (onboarding goals, tutorial flow, pacing)
- Difficulty Curve (philosophy, progression, options)
- Session Design (length, goals, stopping points, return hooks)

## 6. NARRATIVE & WORLD
- Story, world design, characters, narrative integration

## 7. ART & AUDIO DIRECTION
- Visual Style (direction, palette, UI) / Audio (music, SFX, voice acting)

## 8. TECHNICAL DESIGN
- Engine, platforms, performance, architecture, save system, tools/pipeline

## 9. MONETIZATION & LIVE OPS
- Monetization Model (revenue streams, IAPs, battle pass)
- Live Operations (updates, content drops, events, community)

## 10. PRODUCTION PLAN
- Development Phases with milestones, Team Structure, Risk Assessment

## 11. SUCCESS METRICS
- KPIs (engagement, monetization, quality), Post-Launch Support Plan

## APPENDICES
- Feature Specs, Balance Sheets, Narrative Bible, Art Bible, Technical Docs

Save to: docs/production-gdd.md

Production Guidelines

  • Cover ALL systems but prioritize detail on core systems; link external docs for deep dives
  • Living document: update as design evolves, version control major changes, track rationale
  • Write for the whole team (designers, programmers, artists) in clear, unambiguous language
  • Include enough detail for implementation; define KPIs; document risks

CROSS-PHASE REFERENCE

Output File Naming

PhaseOutput File
Prototypedocs/prototype-gdd.md
Vertical Slicedocs/vertical-slice-gdd.md
Productiondocs/production-gdd.md

Quality Checklist

All Phases:

  • Lifecycle phase detected and displayed at document start
  • All Q&A phases completed with user responses
  • Document follows correct phase-specific template
  • All sections use specific numbers/details (not vague descriptions)
  • Risks have both mitigation AND fallback plans
  • Document saved to correct docs/[phase]-gdd.md path

Prototype: Every mechanic maps to a critical question; success criteria are observable behaviors; scope has clear IN/OUT with justifications; decision tree has numerical thresholds.

Vertical Slice: Based on validated prototype; quality bar defined with game references; content scope table comparing prototype vs slice; budget accounts for art/audio time.

Production: All game systems documented; complete content scope with production plan; progression and economy designed; monetization documented; KPIs defined; post-launch plan included.

Workflow Summary

  1. Read docs/.workflow-state.json to detect lifecycle phase
  2. Display phase header so user knows which scope is active
  3. Run phase-appropriate Q&A (prototype: 5 phases, vertical slice: 5 phases, production: 4 phases)
  4. Wait for user response between each Q&A phase
  5. Generate complete GDD following the phase-specific template
  6. Save to docs/[phase]-gdd.md
  7. Confirm file location and suggest next steps (roadmap planner)

Integration with Other Skills

  • Feeds Into: roadmap-planner (creates sprint-based roadmap from GDD), feature-spec-generator (detailed specs per feature)
  • Works With: design-bible-updater (pillars feed into bible), changelog-updater (track GDD versions)

This skill transforms game ideas into structured, phase-appropriate design documents. The interactive workflow ensures the designer thinks critically about what they are building, why, and how to know if it works.