Guided Game Design Document writing using structured templates. Walks through each section of a GDD with system decomposition, mechanics breakdown, and narra...
--- name: game-dev-gdd description: > Guided Game Design Document writing using structured templates. Walks through each section of a GDD with system decomposition, mechanics breakdown, and narrative design. Produces a complete, navigable design document. triggers: - "write a GDD" - "game design document" - "design document" - "document my game" - "write design doc" - "game systems design" --- # Game Design Doc โ GDD Writing Workflow ## ๐ฏ Purpose Create a comprehensive Game Design Document that covers all major systems, mechanics, narrative, and content, organized for a development team to build from. Section-by-section guided writing with templates. ## ๐ค Multi-Platform Notes | Platform | Notes | |----------|-------| | **OpenClaw** | Best for multi-section document writing. Creates `gdd/` folder with separate section files or one master doc. | | **Claude Code** | Can write markdown files. Generate one master GDD file or split per-section. | | **Cursor/Windsurf** | Good for live editing. Use sections as separate files for navigation. | | **GitHub Copilot** | Can fill in sections if you provide the template. Best for expanding existing content. | | **Generic LLM Chat** | Output each section as a code block or generate progressively. Warn user about length. | | **Any AI** | All can guide section-by-section. For chat-only, produce section-by-section and ask to paste. | --- ## ๐ Document Structure Create in `game-dev-studio/gdd/`: ``` gdd/ โโโ index.md โ Master document with TOC + executive summary โโโ 01-overview.md โ Game overview, elevator pitch, genre โโโ 02-mechanics.md โ Core and secondary mechanics โโโ 03-systems.md โ System decomposition (economy, progression, etc.) โโโ 04-levels.md โ Level/world design โโโ 05-narrative.md โ Story, characters, lore, dialogue โโโ 06-ui-ux.md โ UI layout, HUD, menus, controls โโโ 07-audio.md โ Music, SFX, voice requirements โโโ 08-content.md โ Asset list, content pipeline โโโ 09-monetization.md โ (If applicable) monetization model โโโ 10-tech-spec.md โ Technical requirements, target specs ``` --- ## ๐งญ Section-by-Section Guide ### Section 1: Overview (`01-overview.md`) Ask these questions one at a time: > **"What's the game called?"** (working title is fine) > **"Write a one-paragraph elevator pitch."** > **"What genre(s)?"** (platformer, RPG, puzzle, etc.) > **"What's the target audience and ESRB/PEGI rating?"** > **"What platforms and what's the target release window?"** **Template:** ```markdown # Game Overview ## Title [working title] ## Elevator Pitch [2-3 sentences that describe the game's core] ## Genre [primary genre], [secondary genre] ## Target Audience [age range, player profile] ## Rating [ESRB / PEGI / none] ## Platforms [list] ## Target Release [date or TBD] ## Inspirations - [Game A] โ [what we're taking from it] - [Game B] โ [what we're taking from it] ``` --- ### Section 2: Mechanics (`02-mechanics.md`) For each mechanic, document: ```markdown ## [Mechanic Name] **Verb:** [what the player does] **Input:** [keyboard/mouse/controller/touch] **Feedback:** [visual, audio, haptic] **States:** [active, cooldown, disabled, upgradeable] ### Description [How it works in plain language.] ### Rules - [Constraint 1] - [Constraint 2] ### Edge Cases - [What happens when...] - [How does it interact with...] ### Math / Balance - [Formula or tuning notes] ``` Ask: > **"Let's list every verb the player has. Starting with the most frequent action..."** For each verb, expand into a full mechanic doc section. --- ### Section 3: Systems (`03-systems.md`) System decomposition uses input โ rule โ output: ```markdown ## [System Name] **Purpose:** [why this system exists] **Owner:** [designer/engineer responsible] ### Inputs - [data/events this system receives] ### Rules - [core logic] ### Outputs - [what this system produces] ### Dependencies - Depends on: [other systems] - Depended on by: [other systems] ### Data / State - [persistent data, save data] ``` Common systems to document: - **Player progression** โ XP, levels, skill trees - **Economy** โ currency, vendors, pricing - **Inventory** โ items, stacking, categories - **Combat** โ damage, health, status effects - **Save/Load** โ save slots, auto-save, checkpoint - **Achievements** โ triggers, conditions - **Settings** โ volume, graphics, controls --- ### Section 4: Levels / World (`04-levels.md`) Ask: > **"What's the structure?"** > > ``` > 1) Linear โ sequential levels > 2) Hub-based โ central hub branches to levels > 3) Open world โ seamless exploration > 4) Procedural โ generated content > ``` For each level/world area: ```markdown ## [Area/Level Name] **Type:** [tutorial / combat / puzzle / boss / hub / exploration] ### Goals - [Objective 1 for this level] - [Objective 2] ### Enemies / Challenges - [Type A] โ [count] โ [behavior summary] - [Type B] โ [count] โ [behavior summary] ### Collectibles - [Item A] at [location] - [Item B] hidden in [condition] ### Atmosphere - [color palette, lighting, mood] - [music / soundscape] ``` --- ### Section 5: Narrative (`05-narrative.md`) Ask: > **"What's the story structure?"** > > ``` > 1) Silent protagonist โ no dialogue, story from environment > 2) Minimal narrative โ intro + ending only > 3) Story-driven โ cutscenes, dialogue, characters > 4) Branching narrative โ player choices affect story > ``` ```markdown # Narrative Design ## Premise [What happened before the game starts] ## Plot Synopsis [Act structure, major story beats] ## Characters ### [Character Name] - **Role:** [protagonist / antagonist / NPC] - **Archetype:** [hero, mentor, trickster, etc.] - **Arc:** [how they change] - **Voice:** [personality, speech patterns] ## World Lore - [Backstory element 1] - [Backstory element 2] ## Tone [Serious / comedic / dark / whimsical / etc.] ``` --- ### Section 6: UI/UX (`06-ui-ux.md`) ```markdown # UI/UX Design ## Control Scheme - **Keyboard/Mouse:** [layout] - **Controller:** [layout] - **Touch:** [layout] (if mobile) ## HUD Elements - [ ] Health bar / indicator - [ ] Ammo / mana / resource - [ ] Mini-map / compass - [ ] Quest / objective tracker - [ ] Inventory / quick access ## Menu Structure - **Main Menu:** [Play, Settings, Quit, etc.] - **Pause Menu:** [Resume, Save, Settings, Quit] - **Settings:** [Audio, Video, Controls, Accessibility] ## UI Philosophy [Minimalist / diegetic / contextual / MMO-style] ## Accessibility - [ ] Colorblind modes - [ ] Rebindable controls - [ ] Subtitle options - [ ] Difficulty options - [ ] Screen shake toggle ``` --- ### Sections 7-10: Audio, Content, Monetization, Tech Spec Ask if each section is needed. Not every game needs monetization. ```markdown # Audio Requirements ## Music - **Style:** [genre, mood] - **Dynamic:** [adaptive / linear / silent] - **Tracks needed:** [menu, combat, exploration, boss, credits] ## SFX - **UI clicks** โ all buttons - **Player actions** โ jump, attack, damage, death, interact - **Environmental** โ ambience, footsteps, weather - **Weapons** โ fire, reload, impact ## Voice - [ ] Full voice acting - [ ] Partial (select lines) - [ ] Text-only --- # Content Pipeline ## Asset Types Needed | Asset | Count | Format | Resolution | |-------|-------|--------|------------| | Characters | X | FBX/glTF | LOD0 only? | | Environments | X | FBX/glTF | โ | | Animations | X | โ | โ | | SFX | X | .wav/.ogg | 44.1kHz 16-bit | | Music | X | .ogg/.mp3 | โ | | UI Elements | X | .png | โ | ## Tools - **Modeling:** Blender / Maya / Max - **Texturing:** Substance Painter / Photoshop / Aseprite - **Audio:** Audacity / FL Studio / Wwise - **VFX:** Shader Graph / VFX Graph / Niagara --- # Monetization Model (if applicable) **Model:** [Premium / F2P / Subscription / DLC / Ads / None] - [ ] Base game price: [amount] - [ ] DLC / expansions planned - [ ] Microtransactions (cosmetic / gameplay) - [ ] Battle pass - [ ] No monetization (free / open source) --- # Technical Specifications ## Minimum Specs (PC) | Component | Specification | |-----------|---------------| | OS | [e.g. Windows 10 64-bit] | | CPU | [e.g. Intel i5-8400 / Ryzen 3 3300X] | | GPU | [e.g. GTX 1060 / RX 580] | | RAM | [e.g. 8 GB] | | Storage | [e.g. 5 GB] | ## Target Platforms - [ ] Steam (PC/Mac/Linux) - [ ] itch.io - [ ] Epic Games Store - [ ] Game Pass - [ ] Nintendo Switch - [ ] PlayStation 5 - [ ] Xbox Series X|S - [ ] Mobile (iOS/Android) - [ ] Web (HTML5) ``` --- ## ๐ Final Output After completing all sections, create `gdd/index.md` with: ```markdown # [Game Title] โ Game Design Document **Version:** 1.0 **Date:** [YYYY-MM-DD] **Author:** [Name] ## Table of Contents 1. [Overview](01-overview.md) 2. [Mechanics](02-mechanics.md) 3. [Systems](03-systems.md) 4. [Levels](04-levels.md) 5. [Narrative](05-narrative.md) 6. [UI/UX](06-ui-ux.md) 7. [Audio](07-audio.md) 8. [Content](08-content.md) 9. [Monetization](09-monetization.md) *(if applicable)* 10. [Tech Spec](10-tech-spec.md) ## Executive Summary [2-3 paragraphs summarizing the game] ## Current Status - **Design locked:** [percentage] - **Open questions:** [list] ## Next Steps - [ ] Finalize remaining sections - [ ] Run `architecture` for technical design - [ ] Run `prototype` for risky mechanics - [ ] Start `sprint-dev` for implementation ```
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