Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable desi...
--- name: game-design-one-page-design-doc description: Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable design summary, or compact game concept sheet that captures identity, pillars, summary, features, interface, aesthetic direction, sound, audience, platform, and milestone plan on a single page. --- # Game Design One-Page Design Doc Create a one-page game design document that is readable, decision-useful, and visually polished — exportable as a PDF that looks like a real product. Use this skill when the user wants a compact game design summary rather than a bloated GDD. The output is designed to be passed around in meetings, dropped in Slack, or emailed to publishers without embarrassment. Read `references/family-conventions.md` when you want the shared style and prioritization rules for this game-design skill family. Read `references/source-notes.md` when you want the distilled takeaways from the reference template and the GDC talk overview. ## Core principle A one-page design doc is not a small bad GDD. It is a compressed communication tool. It should: - state what the game is - state why it is interesting - state what feeling or fantasy it is chasing - state the core features and interaction model - state enough production framing to make it actionable It should not: - try to explain every subsystem - drown the reader in lore - use vague slogans instead of specifics - hide the real game behind marketing fluff ## What to produce Produce: 1. **One-page PDF** — the shareable, visually designed version 2. **One-page markdown doc** — the editable text version 3. **Structured source JSON** — the intermediate data used for rendering ## Visual design The PDF renderer (`scripts/render_one_page_gdd.py`) produces a professional dark-theme layout: - **Dark background** — near-black navy `#0F111A`, with a lighter panel for the header - **Teal accent colour** — `#00C8A0` for rules, section headings, pillar tag nubs, and bullet markers - **Pillar tags** — design pillars rendered as pill-shaped labels with a teal left accent in the header - **Two-column body** — left column for mechanics-heavy content, right column for production/aesthetic content - **Section rules** — a teal horizontal rule above each section label - **Poppins typeface** — used when available (falls back to Liberation Sans or DejaVu) - **Branded footer** — document label on the left, game title on the right The renderer uses **ReportLab** (vector PDF — real text, not a raster image), making the output searchable, copy-pasteable, and print-sharp. ### Font requirements The renderer searches for fonts in standard system locations automatically: - Linux: `/usr/share/fonts/truetype/google-fonts/`, `/usr/share/fonts/truetype/liberation/` - macOS: `~/Library/Fonts/`, `/Library/Fonts/` - Windows: `C:/Windows/Fonts/` Preferred: Poppins (Bold, Medium, Regular, Light) from fonts.google.com Fallback: Liberation Sans (included in most Linux systems) ### Dependencies ```bash pip install reportlab ``` ## Default section structure Left column: - Genre / Story / Mechanics Summary - Key Features - Interface & Controls Right column: - Art Style - Music & Sound - Roadmap / Launch Criteria (includes platform, audience, milestones, launch date) Header band: - Game title - Identity / Mantra (subtitle) - Design Pillars (as pill tags) ## Process ### 1. Clarify the design input Collect or infer the minimum needed: - game title or working title - game identity / mantra - 2 to 3 design pillars - concise gameplay/story/mechanics summary - 3 to 6 key features - input / interface model - art references or aesthetic direction - sound direction or emotional audio goals - platform - target audience - milestone plan or launch criteria If the user gives messy notes, compress them rather than asking endless questions. ### 2. Write for one-page density Keep each section tight. Guidelines: - prefer short bullets over dense paragraphs - keep pillars punchy (2–4 words each) - keep the summary to a compact paragraph - keep features to the strongest few, not every idea - make roadmap milestones concrete enough to be useful - write like the doc will be skimmed in under two minutes ### 3. Preserve design clarity over style fluff If the concept is fuzzy: - choose clarity over hype - expose contradictions instead of smoothing them over - keep claims grounded in actual mechanics or fantasy ### 4. Build the structured source JSON Write a JSON file matching the renderer schema. Expected fields: - `title` - `identity_mantra` - `design_pillars` (array, 2–4 items) - `summary` - `features` (array, 3–6 items) - `interface` - `art_style` - `music_sound` - `platform` - `audience` - `milestones` (array) - `launch_day` See `references/example-input.json` for a worked example. ### 5. Render markdown and PDF ```bash # Install dependency first if needed: pip install reportlab # Render: python scripts/render_one_page_gdd.py --input <slug>.json --md <slug>.md --pdf <slug>.pdf ``` The renderer auto-discovers fonts. If content is too long, shorten the copy before rerendering — do not try to fit more by cramming. ### 6. Check fit and trim aggressively Before finalizing, verify: - the concept is legible at a glance - the features list is not overstuffed - the PDF still feels like a one-pager (not wall-to-wall text) - the roadmap is realistic enough to be useful - the strongest idea is visible immediately If the PDF looks crowded, shorten the writing. If there is too much whitespace, the document is probably well-scoped — do not pad it. ## Output expectations By default, create files in the current working directory or a user-specified target folder: - `<slug>.json` - `<slug>.md` - `<slug>.pdf` Use a slug based on the game title when naming files. ## Response structure When using this skill, report: - where the JSON, markdown, and PDF files were written - any sections that had to be compressed heavily - any major ambiguities or contradictions you preserved or surfaced ## References Read these when useful: - `references/source-notes.md` for the distilled source principles and section model - `references/example-input.json` for renderer input shape and field conventions ## Working principle If a team cannot explain the game on one page, the design is probably not clear enough yet. Use this skill to produce a one-pager people can actually read, discuss, and pass around.
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