config/skills/game-dev/gdd-writer/SKILL.md
Write and maintain Game Design Documents for solo dev projects. Use when starting a new game concept, after prototyping reveals design changes, or when the game's vision needs clarifying. Keeps the GDD lean, living, and connected to actual development.
npx skillsauth add gavinmcfall/agentic-config gdd-writerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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A GDD for one person isn't communication — it's memory. Write what future-you needs to remember.
Invariant A GDD written before prototyping is a hypothesis. A GDD updated after prototyping is a plan. Treat them differently.
Example Pre-prototype GDD: "The core loop is explore → fight → loot → upgrade." Post-prototype GDD: "The core loop is explore → fight → loot → upgrade. Fights last 15-30 seconds. Looting is automatic (manual looting tested poorly in prototype 2)." //BOUNDARY: "Living" means it evolves with evidence. It does not mean "change it whenever you feel like it." Changes should be prompted by prototyping results, playtesting feedback, or scope decisions — not whims.
Depth
Invariant Design pillars are feelings, not features. They answer "what should the player experience?" not "what systems should the game have?"
Example Pillar: "Every run tells a story." This pillar says yes to emergent narrative, varied encounters, and memorable moments. It says no to repetitive grinding, identical runs, and purely mechanical optimization. //BOUNDARY: 3-5 pillars maximum. More than 5 means some aren't real pillars — they're features disguised as pillars.
Depth
Write this before you build anything. It takes 30-60 minutes.
What is this game? Who is it for? Why will they play it?
[Game Name] is a [genre] where the player [core verb].
The experience is [feeling/mood]. Think [reference game A]
meets [reference game B].
Each pillar is one sentence describing a feeling or experience the game MUST deliver.
What does the player do?
| Timeframe | Activity | |-----------|----------| | 30 seconds | The moment-to-moment action (move, shoot, dodge) | | 5 minutes | The short-term goal (clear a room, solve a puzzle) | | 30 minutes | The session-level goal (complete a floor, finish a run) | | Multiple sessions | The long-term pull (unlock new characters, see new areas) |
Map directly from scope-guardian:
| Level | Features | |-------|----------| | Core (must ship) | 3-5 features max | | Important (should ship) | Features that significantly enhance core | | Nice-to-have | Would be great, but can cut without ruining the game | | Out of scope | Explicitly not building for v1.0 |
Mood, visual style, reference images or games. Not asset lists.
Engine, target platform(s), minimum spec, known limitations.
Add these sections only after prototypes validate the core design. Each section earns its place by answering a real development question.
| Section | Add When | Answers | |---------|----------|---------| | Player Mechanics | Core loop prototype works | Exactly how does movement/combat/interaction work? | | Content Structure | Scope is locked | How many levels/areas/runs? What's the progression? | | UI/UX Flow | Core mechanics feel right | How does the player navigate menus, HUD, inventory? | | Audio Direction | Art direction is established | What mood does sound reinforce? References. | | Enemy/NPC Design | Combat prototype works | Types, behaviors, difficulty curve | | Progression System | Session loop is validated | How does the player grow across sessions? |
Don't write sections you don't need yet. An empty section is better than a speculative one.
[HYPOTHESIS]| Don't | Why | Instead |
|-------|-----|---------|
| Write 50+ pages | Solo dev wastes time writing, then ignores it | Keep it under 10 pages total |
| Describe features you haven't prototyped | Speculation becomes commitment | Mark as [HYPOTHESIS] or omit |
| Include implementation details | That's code, not design | "Combat feels weighty" not "apply 3-frame hitstop on collision event" |
| Copy from genre templates | Your game isn't generic | Write what YOUR game does differently |
| Freeze the document | Design evolves | Update after every significant prototype or playtest |
| Trigger | What to Do | |---------|------------| | Prototype completed | Update relevant sections with findings. Convert hypotheses to facts. | | Scope decision made | Update scope table. Adjust section detail accordingly. | | Playtest feedback | Note what worked/didn't. Adjust design if warranted. | | Major pivot | Rewrite affected sections from scratch. Record in decision-journal. | | Monthly review | Read the whole GDD. Does it still match what you're building? |
At major milestones (post-prototype, pre-alpha, beta), save a snapshot:
gdd/
├── GDD.md ← current, living document
└── snapshots/
├── v0.1-concept.md
├── v0.2-post-prototype.md
└── v0.3-pre-alpha.md
Snapshots are read-only. They show how the design evolved.
When helping write a GDD:
When the user says "help me write my GDD":
scope-guardian skill — Scope levels that structure GDD detailgame-research skill — Research that informs GDD contentdecision-journal skill — Design decisions referenced from GDDprototype-coach skill — Prototyping that validates GDD hypothesesA GDD before prototyping is a bet. A GDD after prototyping is a blueprint. Know which one you're writing.
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