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game-design-document
by henboffman
⭐ 1🍴 0📅 Jan 21, 2026
SKILL.md
name: game-design-document description: Create and maintain Game Design Documents (GDDs) for video game development. Use when starting a new game project, documenting game mechanics, creating feature specifications, planning game systems, or maintaining living design documentation for an ongoing game development project.
Game Design Document
Comprehensive framework for creating and maintaining game design documentation.
Document Structure
Quick GDD (One-Page)
For game jams or rapid prototyping:
# [Game Title]
## Core Concept
[One sentence describing the game]
## Genre & Platform
- Genre: [e.g., 2D Farming RPG]
- Platform: [e.g., PC, Mobile]
- Target Audience: [e.g., Casual players, Stardew Valley fans]
## Core Loop
1. [Primary action] → 2. [Reward/Progress] → 3. [Unlock/Expand] → (repeat)
## Key Features
- [Feature 1]
- [Feature 2]
- [Feature 3]
## Unique Selling Point
[What makes this different from similar games]
## Art Style
[Brief description or reference images]
## Technical Requirements
[Engine, tools, team size, estimated scope]
Full GDD Structure
1. Overview
├── Concept
├── Genre & Pillars
└── Target Audience
2. Gameplay
├── Core Loop
├── Mechanics
└── Progression
3. World & Story
├── Setting
├── Characters
└── Narrative
4. Systems
├── [System 1]
├── [System 2]
└── [System 3]
5. Content
├── Levels/Areas
├── Items
└── NPCs
6. Technical
├── Platform
├── Controls
└── UI/UX
7. Audio & Visual
├── Art Style
└── Sound Design
8. Production
├── Milestones
└── Scope
Section Templates
1. Overview Section
# Game Overview
## Concept Statement
[2-3 sentences describing the core game experience]
## Design Pillars
The following principles guide all design decisions:
1. **[Pillar 1]**: [Explanation - e.g., "Relaxation: Every system should feel calming, not stressful"]
2. **[Pillar 2]**: [Explanation]
3. **[Pillar 3]**: [Explanation]
## Genre
- Primary: [e.g., Simulation]
- Secondary: [e.g., RPG elements]
- References: [Similar games for comparison]
## Target Audience
- Demographics: [Age range, gaming experience]
- Player Motivation: [What they're looking for]
- Session Length: [Typical play session duration]
## Unique Selling Points
1. [What makes this game different]
2. [Innovative feature or combination]
3. [Key appeal]
2. Core Gameplay
# Core Gameplay
## Core Loop
[Morning] → [Daily Activities] → [Evening] → [Sleep/Save] → (Next Day) ↓ ↓ ↓ Plan day Farm, Fish, Socialize, Mine, Craft Sell goods
## Moment-to-Moment Gameplay
[What does 1 minute of gameplay feel like?]
## Session Gameplay
[What does a 30-minute session accomplish?]
## Long-term Gameplay
[What keeps players engaged over weeks/months?]
## Primary Mechanics
### [Mechanic Name]
- **Purpose**: [Why this exists]
- **How it works**: [Brief explanation]
- **Player fantasy**: [What feeling it creates]
- **Risk/Reward**: [Trade-offs involved]
### [Mechanic Name]
...
## Win/Lose Conditions
- **Success**: [How players "win" or progress]
- **Failure**: [Consequences of mistakes]
- **Recovery**: [How to recover from setbacks]
3. Systems Design
# [System Name] System
## Overview
[Brief description of what this system does and why it exists]
## Design Goals
- [Goal 1]
- [Goal 2]
- [Goal 3]
## Core Mechanics
### [Mechanic]
**Description**: [How it works]
**Player Input**: [What the player does]
**Feedback**: [Visual/audio response]
**Outcome**: [Result of the action]
## Progression
| Stage | Unlocks | Requirements |
|-------|---------|--------------|
| Early | [Items/features] | [How to unlock] |
| Mid | [Items/features] | [How to unlock] |
| Late | [Items/features] | [How to unlock] |
## Economy/Balance
### Resources
| Resource | Source | Sink | Balance Notes |
|----------|--------|------|---------------|
| [Resource] | [How obtained] | [How spent] | [Design intent] |
### Formulas
[damage] = [baseDamage] * [multiplier] - [defense] [growTime] = [baseTime] * [seasonModifier]
## Edge Cases
- **[Scenario]**: [How it's handled]
- **[Scenario]**: [How it's handled]
## Future Considerations
- [Potential expansion]
- [Balancing concerns]
4. Content Documentation
# [Content Type] Catalog
## [Category]
### [Item/Entity Name]
| Property | Value |
|----------|-------|
| ID | [unique_id] |
| Type | [category] |
| Rarity | [common/rare/etc] |
| Description | [In-game text] |
**Stats/Properties:**
- [Property 1]: [Value]
- [Property 2]: [Value]
**Acquisition:**
- [How players get this]
**Usage:**
- [What players do with this]
**Design Notes:**
- [Why this exists, balancing notes]
---
### [Next Item]
...
Farm RPG Specific Templates
Crop Design Template
## [Crop Name]
| Property | Value |
|----------|-------|
| Seed Cost | [gold] |
| Growth Time | [days] |
| Seasons | [Spring/Summer/Fall/Winter] |
| Sell Price | [gold] |
| Regrows | [Yes/No] |
| Regrow Time | [days if applicable] |
**Growth Stages:**
1. Seed (Day 1)
2. Sprout (Day 2-3)
3. Growing (Day 4-6)
4. Mature (Day 7+)
**Special Properties:**
- [Any special mechanics]
**Design Intent:**
[Why this crop exists in the economy]
NPC Design Template
## [NPC Name]
### Basic Info
- **Role**: [Shopkeeper/Farmer/etc]
- **Location**: [Where they live/work]
- **Schedule**: [Daily routine]
### Personality
- **Traits**: [2-3 key traits]
- **Likes**: [Gift preferences]
- **Dislikes**: [Things to avoid]
### Relationships
- **Family**: [Related NPCs]
- **Friends**: [Allied NPCs]
- **Rivals**: [Conflicting NPCs]
### Story Arc
- **Introduction**: [How player meets them]
- **Development**: [How relationship grows]
- **Resolution**: [End state at max friendship]
### Friendship Rewards
| Hearts | Unlock |
|--------|--------|
| 2 | [Reward] |
| 4 | [Reward] |
| 6 | [Reward] |
| 8 | [Reward] |
| 10 | [Reward] |
### Dialogue Samples
- **Greeting**: "[Sample dialogue]"
- **Gifting (Liked)**: "[Sample dialogue]"
- **Gifting (Disliked)**: "[Sample dialogue]"
Season/Calendar Template
## [Season Name]
### Duration
[X] days
### Weather Patterns
| Weather | Probability | Effects |
|---------|-------------|---------|
| Sunny | 60% | Normal farming |
| Rainy | 25% | Auto-waters crops |
| Stormy | 10% | Stay indoors |
| Special | 5% | [Special event] |
### Available Crops
| Crop | Growth Time | Profit/Day |
|------|-------------|------------|
| [Crop] | [Days] | [Gold] |
### Forageables
- [Item 1] - [Location]
- [Item 2] - [Location]
### Fish
| Fish | Time | Weather | Location |
|------|------|---------|----------|
| [Fish] | [Time range] | [Condition] | [Where] |
### Events
- Day [X]: [Event name and description]
- Day [X]: [Event name and description]
### Design Notes
[What makes this season unique, pacing considerations]
Documentation Best Practices
Living Document Guidelines
- Version control - Track changes with dates
- Single source of truth - One authoritative document
- Link, don't duplicate - Reference other sections
- Design intent - Always explain WHY
- Update regularly - Document decisions as they happen
Change Log Format
## Change Log
### [Date] - v1.2
- Added: [New content]
- Changed: [Modifications]
- Removed: [Deleted content]
- Fixed: [Corrections]
- Note: [Design reasoning]
Design Decision Template
## Decision: [Title]
**Date**: [Date]
**Status**: [Proposed/Accepted/Rejected/Superseded]
### Context
[Why this decision is needed]
### Options Considered
1. **[Option A]**: [Description]
- Pros: [Benefits]
- Cons: [Drawbacks]
2. **[Option B]**: [Description]
- Pros: [Benefits]
- Cons: [Drawbacks]
### Decision
[Which option was chosen]
### Rationale
[Why this option was selected]
### Consequences
[What changes as a result]
Reference Files
- references/templates.md - Additional GDD templates
- references/balancing.md - Game economy and balancing guidelines
Score
Total Score
40/100
Based on repository quality metrics
✓SKILL.md
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+20
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0/15
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+5
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