game-gdd-writing

Write an executable game design document where every section is a contract for a downstream build step. Use when turning a game idea into a buildable plan.

SKILL.md

GitHub

Game GDD Writing

When to use

  • Converting a game idea or user requirement into a design document before implementation.
  • Designing within a template/template-family architecture.

When NOT to use

  • One-off throwaway prototypes with no template architecture.
  • Tweaking an existing game — edit values directly instead of re-designing.

Design philosophy

  1. Config-driven: every numeric value lives in the game configuration — never hardcoded in logic.
  2. Capability-based: compose existing behaviors/systems; do not design custom engines.
  3. Hook-oriented: customize by overriding documented hooks, not by rewriting base machinery.
  4. Template-first: copy established templates and modify configuration — never write from scratch.

The 6-section contract

The GDD is a technical specification. Each section feeds exactly one downstream step:

Section Content Feeds
0. Technical architecture Archetype, base classes, scene flow diagram, ordered level list, every scene key used in transitions Scene registration and level ordering
1. Visual style & asset registry One-sentence style anchor + strict asset table (category, key, vivid description, parameters) Asset generation
2. Game configuration Complete config content with exact numbers Configuration merge
3. Entity/scene architecture Which base classes to extend, which behaviors to attach with exact parameters, which hooks to override Code implementation
4. Level/content design Predefined map templates (verbatim) or content data (dialogue, decks, questions) Map/content generation
5. Implementation roadmap Numbered file-level operations in order The task list

Hard rules

  • Exact values only. Never write "appropriate amount" or "some damage". Every number is specified.
  • No from-scratch work. Instead of "implement jump physics", write "use the movement behavior with jump power X". Instead of "design map", write "use predefined template B with these modifications".
  • No code snippets. Describe behavior and configuration; code belongs to implementation.
  • Roadmap is mandatory and file-level. If the roadmap lists fewer operations than the design implies, the design is incomplete.
  • Infrastructure config stays untouched. Screen size, debug, and render settings belong to the template; the GDD only specifies game-specific values.

Balance baselines (starting points, adjust to the game)

Entity heights: player 64–128 px, small enemy 48–80 px, boss 128–192 px, collectible 32–48 px.

Action-game health/damage: player ~100 HP dealing 20–40; enemies 20–80 HP dealing 10–30; bosses 150–400 HP dealing 25–60.

Style anchor

Section 1 opens with one vivid sentence of art direction ("16-bit pixel art, vibrant colors, retro arcade style"). Everything visual inherits from it.