--- name: gd-gdd-creation description: 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. --- # 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) ```markdown # 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: ```bash # 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: ```markdown ## 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 |