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design-system

Write a game design document for one system, such as combat, crafting, or dialogue. Work through sections with specialist agent input, check dependencies against existing designs, and save approved sections with progress records for later continuation.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.

설치 방법 보기

이럴 때 유용합니다

  • Writing a combat or crafting system design
  • Checking dependencies against existing game designs
  • Developing specifications with specialist agent input
  • Resuming an unfinished game design document

포함된 파일(6)

  • SKILL.md8.6 KB
  • references/1-parse-arguments.md6.8 KB
  • references/2-gather-context.md12.2 KB
  • references/3-file-skeleton.md3.7 KB
  • references/4-section-design.md29.7 KB
  • references/5-post-design.md9.4 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Design System

When this skill is invoked:

1. Parse Arguments & Validate

Read references/1-parse-arguments.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

2. Gather Context (Read Phase)

Read references/2-gather-context.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

3. Create File Skeleton

Read references/3-file-skeleton.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

4. Section-by-Section Design

Read references/4-section-design.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

5. Post-Design Validation

Read references/5-post-design.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.

6. Specialist Agent Routing

This skill delegates to specialist agents for domain expertise. The main session orchestrates the overall flow; agents provide expert content.

Rows here are finer-grained than the nine Category values on purpose — the right specialist for combat is not the right specialist for pathfinding, and both are Gameplay. Resolve in two steps: take the system's Category from systems-index.md, then pick the row within it that matches what the system actually does. Every category has at least one row, so nothing falls through.

CategoryRows below to choose from
GameplayCombat/damage/health · AI/pathfinding/behavior · Animation/character movement · Character systems · Camera/input/controls
CoreFoundation/Infrastructure · Camera/input/controls
PersistenceFoundation/Infrastructure
EconomyEconomy/loot/crafting
ProgressionProgression/XP/skills
UIUI systems · Visual effects (when the system is HUD-adjacent VFX)
AudioAudio systems
NarrativeDialogue/quests/lore
MetaFoundation/Infrastructure (analytics, tutorial plumbing) · UI systems (accessibility options screens)

If two rows fit, spawn the union of their Primary agents and say why.

System typePrimary AgentSupporting Agent(s)
Foundation/Infrastructure (event bus, save/load, scene mgmt, service locator)systems-designergameplay-programmer (feasibility), engine-programmer (engine integration)
Combat, damage, healthgame-designersystems-designer (formulas), ai-programmer (enemy AI), art-director (hit feedback visual direction, VFX intent)
Economy, loot, craftingeconomy-designersystems-designer (curves), game-designer (loops)
Progression, XP, skillsgame-designersystems-designer (curves), economy-designer (sinks)
Dialogue, quests, loregame-designernarrative-director (story), writer (content), art-director (character visual profiles, cinematic tone)
UI systems (HUD, menus)game-designerux-designer (flows), ui-programmer (feasibility), art-director (visual style direction), technical-artist (render/shader constraints)
Audio systemsgame-designeraudio-director (direction), sound-designer (specs)
AI, pathfinding, behaviorgame-designerai-programmer (implementation), systems-designer (scoring)
Level/world systemsgame-designerlevel-designer (spatial), world-builder (lore)
Camera, input, controlsgame-designerux-designer (feel), gameplay-programmer (feasibility)
Animation, character movementgame-designerart-director (animation style, pose language), technical-artist (rig/blend constraints), gameplay-programmer (feel)
Visual effects, particles, shadersgame-designerart-director (VFX visual direction), technical-artist (performance budget, shader complexity), systems-designer (trigger/state integration)
Character systems (stats, archetypes)game-designerart-director (character visual archetype), narrative-director (character arc alignment), systems-designer (stat formulas)

When delegating via the Agent tool:

  • Provide: system name, game concept summary, dependency GDD excerpts, the specific section being worked on, and what question needs expert input
  • The agent returns analysis/proposals to the main session
  • The main session presents the agent's output to the user via AskUserQuestion
  • The user decides; the main session writes to file
  • Agents do NOT write to files directly — the main session owns all file writes

7. Recovery & Resume

If the session is interrupted (compaction, crash, new session):

  1. Read production/session-state/active.md — it records the current system and which sections are complete
  2. Read design/gdd/[system-name].md — sections with real content are done; sections with [To be designed] still need work
  3. Resume from the next incomplete section — no need to re-discuss completed ones

This is why incremental writing matters: every approved section survives any disruption.


Collaborative Protocol

In collaborative mode (the default). For guided and autonomous modes, see the per-mode rules in .claude/docs/automation-modes.md — the "Never" lines below describe what collaborative mode requires, not what applies universally.

This skill follows the collaborative design principle at every step:

  1. Question -> Options -> Decision -> Draft -> Approval for every section
  2. AskUserQuestion at every decision point (Explain -> Capture pattern):
    • Phase 2: "Ready to start, or need more context?"
    • Phase 3: "May I create the skeleton?"
    • Phase 4 (each section): Design questions, approach options, draft approval
    • Phase 5: "May I update the entity registry? May I update the systems index? What's next?" — not "Run design review?": §5c forbids offering /design-review inline, because the reviewing agent must not inherit this session's design history. Phase 5c presents the hand-off; it never asks.
  3. "May I write to [filepath]?" before the skeleton and before each section write
  4. Incremental writing: Each section is written to file immediately after approval
  5. Session state updates: After every section write
  6. Cross-referencing: Every section checks existing GDDs for conflicts
  7. Specialist routing: Complex sections get expert agent input, presented to the user for decision — never written silently

Never auto-generate the full GDD and present it as a fait accompli. Never write a section without user approval. Never contradict an existing approved GDD without flagging the conflict. Always show where decisions come from (dependency GDDs, pillars, user choices).

Context Window Awareness

This is a long-running skill. After writing each section, check if the status line shows context at or above 70%. If so, append this notice to the response:

Context is approaching the limit (≥70%). Your progress is saved — all approved sections are written to design/gdd/[system-name].md. When you're ready to continue, open a fresh Claude Code session and run /design-system [system-name] — it will detect which sections are complete and resume from the next one.


Recommended Next Steps

  • Run /design-review design/gdd/[system-name].md in a fresh session to validate the completed GDD independently
  • Run /consistency-check to verify this GDD's values don't conflict with other GDDs
  • Run /map-systems next to move to the next highest-priority undesigned system
  • Run /gate-check technical-setup when all MVP GDDs are authored and reviewed

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같은 저장소의 스킬

adopt

무료

Audit an existing project's design documents and supporting files to check whether their formats work with the template's skills. Get a numbered migration plan that prioritizes gaps and required changes, rather than simply listing what exists.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking existing documents before adopting a project template
  • Auditing game design documents or architecture decision records
  • Prioritizing gaps in project tracking and configuration files
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Document a technical decision in an architecture decision record, or ADR. Capture its context, alternatives, and consequences, assign a record number, and distinguish a proposed decision from an accepted one so dependent work reflects its actual status.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Recording the reasons behind a technical choice
  • Documenting alternatives and consequences of a design decision
  • Creating numbered records alongside existing architecture decisions
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Review whether game design requirements are covered by documented architecture decisions. Identify missing coverage, conflicting decisions, and engine compatibility concerns, with an optional matrix linking requirements to development stories and tests.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Find game requirements without architecture decisions
  • Check for conflicts between architecture decisions
  • Review compatibility with the pinned engine version
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

art-bible

무료

Create a game's art direction document, defining its visual rules, mood, shapes, colors, and production standards. Review and approve sections individually, with guidance that connects character, environment, and interface design to the game's concept and technical constraints.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Defining a game's core visual identity before asset production
  • Documenting character, environment, and interface design rules
  • Aligning asset standards with engine and performance limits
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

Audit game asset files for naming rules, size limits, formats, and broken references. Receive a report of measured violations and suggested fixes, with clear explanations of checks that lack data or cannot be assessed for the engine.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Checking image and audio naming conventions
  • Finding files that exceed asset size limits
  • Investigating missing references and potentially unused assets
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Turn game design documents and character profiles into asset specifications and image generation prompts. Define appearance, dimensions, file formats, and naming rules, then maintain an asset list that tracks progress and identifies shared assets.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • List the visual assets needed for a game
  • Define consistent character and environment asset specifications
  • Prepare image generation prompts from an art direction guide
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 8일 업데이트

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