xiaohongshu
xiaohongshu
gd-gdd-creation
Game Design Document creation and structure. Use when no GDD exists in the project, starting a new game project, major feature requires design documentation, GDD needs updating due to changes, or preparing for prototype or production.
Full skill instructions
docs/design/gdd/Modern GDD structure uses modular organization:
| File | Purpose |
|---|---|
index.md | GDD overview and navigation |
1_overview.md | High concept, elevator pitch, target audience |
2_paint_friction_system.md | Core gameplay mechanics |
3_movement_system.md | Player controls and locomotion |
4_territory_control.md | Win conditions and territory gameplay |
5_weapon_system.md | Combat and weapons |
8_ui_hud_system.md | Interface and feedback |
13_multiplayer.md | Network architecture and sync |
docs/design/gdd.md (Optional)# Game Design Document - [Project Name]
## Document Info
- **Version:** X.X.X
- **Last Updated:** YYYY-MM-DD
- **Author:** Game Designer Agent
- **Status:** Draft | Review | Approved
---
## 1. Overview
### 1.1 High Concept
One to two sentence summary of the game.
### 1.2 Elevator Pitch
A 30-second pitch that hooks the listener.
### 1.3 Target Audience
- Primary audience: [description]
- Secondary audience: [description]
- Age rating: [ESRB/PEGI rating]
### 1.4 Platforms
- Target platforms: [list]
- Technical constraints: [list]
### 1.5 Unique Selling Points
- USP 1: [description]
- USP 2: [description]
- USP 3: [description]
---
## 2. Core Gameplay
### 2.1 Game Loop
[Minute-by-minute breakdown of player experience]
### 2.2 Core Mechanics
[Primary game systems and rules]
### 2.3 Win/Lose Conditions
- Victory conditions: [list]
- Defeat conditions: [list]
- Draw conditions: [if applicable]
### 2.4 Session Length
- Target session duration: [X minutes]
- Match duration: [Y minutes]
- Expected engagement: [Z hours/week]
---
## 3. Mechanics
### 3.1 Movement
[How players move through the world]
### 3.2 Combat/Interaction
[How players interact with the game world]
### 3.3 Progression
[How players advance/grow]
### 3.4 Special Systems
[Unique mechanics that don't fit elsewhere]
---
## 4. Characters & Classes
### 4.1 Character Archetypes
[List of character types]
### 4.2 Abilities & Skills
[What characters can do]
### 4.3 Stats & Attributes
[Character properties]
### 4.4 Customization
[How players personalize characters]
---
## 5. Weapons & Items
### 5.1 Weapon Categories
[Types of weapons]
### 5.2 Item System
[How items work]
### 5.3 Balance Considerations
[Rock-paper-scissors relationships]
---
## 6. Level Design
### 6.1 Map Layout Principles
[Design philosophy for levels]
### 6.2 Flow Analysis
[How players move through spaces]
### 6.3 Spawn Points
[Where players enter/exit]
### 6.4 Key Locations
[Important places in levels]
---
## 7. UI/UX
### 7.1 HUD Elements
[What's shown on screen]
### 7.2 Menu Flow
[Navigation structure]
### 7.3 Controls
[Input schemes per platform]
### 7.4 Accessibility
[Inclusive design features]
---
## 8. Progression
### 8.1 Leveling System
[How players advance]
### 8.2 Rewards
[What players earn]
### 8.3 Economy
[Currency systems, sinks/faucets]
---
## 9. Multiplayer (if applicable)
### 9.1 Match Structure
[How matches are formed]
### 9.2 Team Balancing
[How teams are composed]
### 9.3 Network Considerations
[Latency handling, sync strategy]
---
## 10. Audio/Visual
### 10.1 Art Style
[Visual direction]
### 10.2 Sound Design
[Audio philosophy]
### 10.3 Music
[Music approach]
---
## 11. Technical Considerations
### 11.1 Platform Constraints
[Technical limitations]
### 11.2 Performance Targets
[FPS, load times, etc.]
### 11.3 Localization
[Language support]
---
## Appendix
### Glossary
[Game-specific terminology]
### References
[Inspiration games, documents]
### Version History
| Version | Date | Changes |
|---------|------|---------|
The GDD is supported by separate documents:
| Artifact | Purpose | Location |
|---|---|---|
| Core Loop Spec | Minute-by-minute gameplay | docs/design/core_loop.md |
| Decision Log | Design decisions with rationale | docs/design/decision_log.md |
| Open Questions | Unresolved design questions | docs/design/open_questions.md |
| Gear Registry | Items, weapons, equipment | docs/design/gear_registry.md |
| Map Templates | Level designs | docs/design/map_templates.md |
| Economy Model | Currency systems | docs/design/economy_model.md |
| Visual Language | Art/UX direction | docs/design/visual_language.md |
| Tech Spec | Technical requirements | docs/design/tech_spec.md |
| MVD Checklist | Prototype readiness | docs/design/mvd_checklist.md |
Gather context about the project:
# Read project files for context
Read("README.md")
Read("package.json")
Read("prd.json")
Glob("src/**/*") # List source files
Document:
Use web-search and GitHub MCP:
Use thermite-design skill for structured sessions:
Create the main GDD document with all sections.
Refine through self-iteration and team feedback.
Before marking GDD as ready:
Update GDD when:
Maintain a change log in the GDD:
## Version History
| Version | Date | Author | Changes |
|---------|------|--------|---------|
| 0.1.0 | 2025-01-21 | Game Designer | Initial draft |
| 0.2.0 | 2025-01-22 | Game Designer | Added combat section |
| Mistake | Why It's Bad | Fix |
|---|---|---|
| Too vague | Developers won't know what to build | Be specific with numbers and examples |
| Over-specifying | Stifles creativity, hard to maintain | Focus on what, not how |
| No versioning | Can't track changes | Always version your GDD |
| Ignoring technical constraints | Unrealistic designs | Consult technical team early |
| Writing for AAA scope on indie budget | Unrealistic expectations | Scope appropriately |
| Not updating | Document becomes obsolete | Maintain regularly |
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