Creates .claude/docs/director-gates.md as a central registry of 18 named gate prompts (CD-*, TD-*, PR-*, LP-*, QL-*, ND-*, AD-*) covering all 7 production stages. Skills now reference gate IDs instead of embedding inline director prompts, eliminating drift when prompts need updating. Updated 15 skills to use gate IDs: brainstorm, map-systems, design-system, architecture-decision, create-architecture, create-epics, create-stories, sprint-plan, milestone-review, playtest-report, prototype, story-done, gate-check, setup-engine, start. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
28 KiB
name, description, argument-hint, user-invocable, allowed-tools
| name | description | argument-hint | user-invocable | allowed-tools |
|---|---|---|---|---|
| design-system | Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file. | <system-name> (e.g., 'movement', 'progression', 'dialogue') | true | Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite |
When this skill is invoked:
1. Parse Arguments & Validate
A system name or retrofit path is required. If missing, fail with:
"Usage:
/design-system <system-name>— e.g.,/design-system movementOr to fill gaps in an existing GDD:/design-system retrofit design/gdd/[system-name].mdRun/map-systemsfirst to create the systems index, then use this skill to write individual system GDDs."
Detect retrofit mode:
If the argument starts with retrofit or the argument is a file path to an
existing .md file in design/gdd/, enter retrofit mode:
- Read the existing GDD file.
- Identify which of the 8 required sections are present (scan for section headings). Required sections: Overview, Player Fantasy, Detailed Design/Rules, Formulas, Edge Cases, Dependencies, Tuning Knobs, Acceptance Criteria.
- Identify which sections contain only placeholder text (
[To be designed]or equivalent — blank, a single line, or obviously incomplete). - Present to the user before doing anything:
## Retrofit: [System Name] File: design/gdd/[filename].md Sections already written (will not be touched): ✓ [section name] ✓ [section name] Missing or incomplete sections (will be authored): ✗ [section name] — missing ✗ [section name] — placeholder only - Ask: "Shall I fill the [N] missing sections? I will not modify any existing content."
- If yes: proceed to Phase 2 (Gather Context) as normal, but in Phase 3 skip creating the skeleton (file already exists) and in Phase 4 skip sections that are already complete. Only run the section cycle for missing/ incomplete sections.
- Never overwrite existing section content. Use Edit tool to replace only
[To be designed]placeholders or empty section bodies.
If NOT in retrofit mode, normalize the system name to kebab-case for the
filename (e.g., "combat system" becomes combat-system).
2. Gather Context (Read Phase)
Read all relevant context before asking the user anything. This is the skill's primary advantage over ad-hoc design — it arrives informed.
2a: Required Reads
- Game concept: Read
design/gdd/game-concept.md— fail if missing:"No game concept found. Run
/brainstormfirst." - Systems index: Read
design/gdd/systems-index.md— fail if missing:"No systems index found. Run
/map-systemsfirst to map your systems." - Target system: Find the system in the index. If not listed, warn:
"[system-name] is not in the systems index. Would you like to add it, or design it as an off-index system?"
- Entity registry: Read
design/registry/entities.yamlif it exists. Extract all entries referenced by or relevant to this system (grepreferenced_by.*[system-name]andsource.*[system-name]). Hold these in context as known facts — values that other GDDs have already established and this GDD must not contradict. - Reflexion log: Read
docs/consistency-failures.mdif it exists. Extract entries whose Domain matches this system's category. These are recurring conflict patterns — present them under "Past failure patterns" in the Phase 2d context summary so the user knows where mistakes have occurred before in this domain.
2b: Dependency Reads
From the systems index, identify:
- Upstream dependencies: Systems this one depends on. Read their GDDs if they exist (these contain decisions this system must respect).
- Downstream dependents: Systems that depend on this one. Read their GDDs if they exist (these contain expectations this system must satisfy).
For each dependency GDD that exists, extract and hold in context:
- Key interfaces (what data flows between the systems)
- Formulas that reference this system's outputs
- Edge cases that assume this system's behavior
- Tuning knobs that feed into this system
2c: Optional Reads
- Game pillars: Read
design/gdd/game-pillars.mdif it exists - Existing GDD: Read
design/gdd/[system-name].mdif it exists (resume, don't restart from scratch) - Related GDDs: Glob
design/gdd/*.mdand read any that are thematically related (e.g., if designing a system that overlaps with another in scope, read the related GDD even if it's not a formal dependency)
2d: Present Context Summary
Before starting design work, present a brief summary to the user:
Designing: [System Name]
- Priority: [from index] | Layer: [from index]
- Depends on: [list, noting which have GDDs vs. undesigned]
- Depended on by: [list, noting which have GDDs vs. undesigned]
- Existing decisions to respect: [key constraints from dependency GDDs]
- Pillar alignment: [which pillar(s) this system primarily serves]
- Known cross-system facts (from registry):
- [entity_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [item_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [formula_name]: variables=[list], output=[min–max] (owned by [source GDD])
- [constant_name]: [value] [unit] (owned by [source GDD]) (These values are locked — if this GDD needs different values, surface the conflict before writing. Do not silently use different numbers.)
If no registry entries are relevant: omit the "Known cross-system facts" section.
If any upstream dependencies are undesigned, warn:
"[dependency] doesn't have a GDD yet. We'll need to make assumptions about its interface. Consider designing it first, or we can define the expected contract and flag it as provisional."
2e: Technical Feasibility Pre-Check
Before asking the user to begin designing, load engine context and surface any constraints or knowledge gaps that will shape the design.
Step 1 — Determine the engine domain for this system: Map the system's category (from systems-index.md) to an engine domain:
| System Category | Engine Domain |
|---|---|
| Combat, physics, collision | Physics |
| Rendering, visual effects, shaders | Rendering |
| UI, HUD, menus | UI |
| Audio, sound, music | Audio |
| AI, pathfinding, behavior trees | Navigation / Scripting |
| Animation, IK, rigs | Animation |
| Networking, multiplayer, sync | Networking |
| Input, controls, keybinding | Input |
| Save/load, persistence, data | Core |
| Dialogue, quests, narrative | Scripting |
Step 2 — Read engine context (if available):
- Read
.claude/docs/technical-preferences.mdto identify the engine and version - If engine is configured, read
docs/engine-reference/[engine]/VERSION.md - Read
docs/engine-reference/[engine]/modules/[domain].mdif it exists - Read
docs/engine-reference/[engine]/breaking-changes.mdfor domain-relevant entries - Glob
docs/architecture/adr-*.mdand read any ADRs whose domain matches (check the Engine Compatibility table's "Domain" field)
Step 3 — Present the Feasibility Brief:
If engine reference docs exist, present before starting design:
## Technical Feasibility Brief: [System Name]
Engine: [name + version]
Domain: [domain]
### Known Engine Capabilities (verified for [version])
- [capability relevant to this system]
- [capability 2]
### Engine Constraints That Will Shape This Design
- [constraint from engine-reference or existing ADR]
### Knowledge Gaps (verify before committing to these)
- [post-cutoff feature this design might rely on — mark HIGH/MEDIUM risk]
### Existing ADRs That Constrain This System
- ADR-XXXX: [decision summary] — means [implication for this GDD]
(or "None yet")
If no engine reference docs exist (engine not yet configured), show a short note:
"No engine configured yet — skipping technical feasibility check. Run
/setup-enginebefore moving to architecture if you haven't already."
Step 4 — Ask before proceeding:
Use AskUserQuestion:
- "Any constraints to add before we begin, or shall we proceed with these noted?"
- Options: "Proceed with these noted", "Add a constraint first", "I need to check the engine docs — pause here"
Use AskUserQuestion:
- "Ready to start designing [system-name]?"
- Options: "Yes, let's go", "Show me more context first", "Design a dependency first"
3. Create File Skeleton
Once the user confirms, immediately create the GDD file with empty section headers. This ensures incremental writes have a target.
Use the template structure from .claude/docs/templates/game-design-document.md:
# [System Name]
> **Status**: In Design
> **Author**: [user + agents]
> **Last Updated**: [today's date]
> **Implements Pillar**: [from context]
## Overview
[To be designed]
## Player Fantasy
[To be designed]
## Detailed Design
### Core Rules
[To be designed]
### States and Transitions
[To be designed]
### Interactions with Other Systems
[To be designed]
## Formulas
[To be designed]
## Edge Cases
[To be designed]
## Dependencies
[To be designed]
## Tuning Knobs
[To be designed]
## Visual/Audio Requirements
[To be designed]
## UI Requirements
[To be designed]
## Acceptance Criteria
[To be designed]
## Open Questions
[To be designed]
Ask: "May I create the skeleton file at design/gdd/[system-name].md?"
After writing, create production/session-state/active.md if it does not exist, then update it with:
- Task: Designing [system-name] GDD
- Current section: Starting (skeleton created)
- File: design/gdd/[system-name].md
4. Section-by-Section Design
Walk through each section in order. For each section, follow this cycle:
The Section Cycle
Context -> Questions -> Options -> Decision -> Draft -> Approval -> Write
-
Context: State what this section needs to contain, and surface any relevant decisions from dependency GDDs that constrain it.
-
Questions: Ask clarifying questions specific to this section. Use
AskUserQuestionfor constrained questions, conversational text for open-ended exploration. -
Options: Where the section involves design choices (not just documentation), present 2-4 approaches with pros/cons. Explain reasoning in conversation text, then use
AskUserQuestionto capture the decision. -
Decision: User picks an approach or provides custom direction.
-
Draft: Write the section content in conversation text for review. Flag any provisional assumptions about undesigned dependencies.
-
Approval: Ask "Approve this section, or would you like changes?"
-
Write: Use the Edit tool to replace the
[To be designed]placeholder with the approved content. Confirm the write. -
Registry conflict check (Sections C and D only — Detailed Design and Formulas): After writing, scan the section content for entity names, item names, formula names, and numeric constants that appear in the registry. For each match:
- Compare the value just written against the registry entry.
- If they differ: surface the conflict immediately before starting the next
section. Do not continue silently.
"Registry conflict: [name] is registered in [source GDD] as [registry_value]. This section just wrote [new_value]. Which is correct?"
- If new (not in registry): flag it as a candidate for registry registration (will be handled in Phase 5).
After writing each section, update production/session-state/active.md with the
completed section name.
Section-Specific Guidance
Each section has unique design considerations and may benefit from specialist agents:
Section A: Overview
Goal: One paragraph a stranger could read and understand.
Questions to ask:
- What is this system in one sentence?
- How does a player interact with it? (active/passive/automatic)
- Why does this system exist — what would the game lose without it?
Cross-reference: Check that the description aligns with how the systems index describes it. Flag discrepancies.
Section B: Player Fantasy
Goal: The emotional target — what the player should feel.
Questions to ask:
- What emotion or power fantasy does this serve?
- What reference games nail this feeling? What specifically creates it?
- Is this a "system you love engaging with" or "infrastructure you don't notice"?
Cross-reference: Must align with the game pillars. If the system serves a pillar, quote the relevant pillar text.
Section C: Detailed Design (Core Rules, States, Interactions)
Goal: Unambiguous specification a programmer could implement without questions.
This is usually the largest section. Break it into sub-sections:
- Core Rules: The fundamental mechanics. Use numbered rules for sequential processes, bullets for properties.
- States and Transitions: If the system has states, map every state and every valid transition. Use a table.
- Interactions with Other Systems: For each dependency (upstream and downstream), specify what data flows in, what flows out, and who owns the interface.
Questions to ask:
- Walk me through a typical use of this system, step by step
- What are the decision points the player faces?
- What can the player NOT do? (Constraints are as important as capabilities)
Agent delegation: For complex mechanics, use the Task tool to delegate to
game-designer for high-level design review, or systems-designer for detailed
mechanical modeling. Provide the full context gathered in Phase 2.
Cross-reference: For each interaction listed, verify it matches what the dependency GDD specifies. If a dependency defines a value or formula and this system expects something different, flag the conflict.
Section D: Formulas
Goal: Every mathematical formula, with variables defined, ranges specified, and edge cases noted.
Completion Steering — always begin each formula with this exact structure:
The [formula_name] formula is defined as:
`[formula_name] = [expression]`
**Variables:**
| Variable | Symbol | Type | Range | Description |
|----------|--------|------|-------|-------------|
| [name] | [sym] | float/int | [min–max] | [what it represents] |
**Output Range:** [min] to [max] under normal play; [behaviour at extremes]
**Example:** [worked example with real numbers]
Do NOT write [Formula TBD] or describe a formula in prose without the variable
table. A formula without defined variables cannot be implemented without guesswork.
Questions to ask:
- What are the core calculations this system performs?
- Should scaling be linear, logarithmic, or stepped?
- What should the output ranges be at early/mid/late game?
Agent delegation: For formula-heavy systems, delegate to systems-designer
via the Task tool. Provide:
- The Core Rules from Section C (already written to file)
- Tuning goals from the user
- Balance context from dependency GDDs
The agent should return proposed formulas with variable tables and expected output ranges. Present these to the user for review before approving.
Cross-reference: If a dependency GDD defines a formula whose output feeds into this system, reference it explicitly. Don't reinvent — connect.
Section E: Edge Cases
Goal: Explicitly handle unusual situations so they don't become bugs.
Completion Steering — format each edge case as:
- If [condition]: [exact outcome]. [rationale if non-obvious]
Example (adapt terminology to the game's domain):
- If [resource] reaches 0 while [protective condition] is active: hold at minimum until condition ends, then apply consequence.
- If two [triggers/events] fire simultaneously: resolve in [defined priority order]; ties use [defined tiebreak rule].
Do NOT write vague entries like "handle appropriately" — each must name the exact condition and the exact resolution. An edge case without a resolution is an open design question, not a specification.
Questions to ask:
- What happens at zero? At maximum? At out-of-range values?
- What happens when two rules apply at the same time?
- What happens if a player finds an unintended interaction? (Identify degenerate strategies)
Agent delegation: For systems with complex interactions, delegate to
systems-designer to identify edge cases from the formula space. For narrative
systems, consult narrative-director for story-breaking edge cases.
Cross-reference: Check edge cases against dependency GDDs. If a dependency defines a floor, cap, or resolution rule that this system could violate, flag it.
Section F: Dependencies
Goal: Map every system connection with direction and nature.
This section is partially pre-filled from the context gathering phase. Present the known dependencies from the systems index and ask:
- Are there dependencies I'm missing?
- For each dependency, what's the specific data interface?
- Which dependencies are hard (system cannot function without it) vs. soft (enhanced by it but works without it)?
Cross-reference: This section must be bidirectionally consistent. If this system lists "depends on Combat", then the Combat GDD should list "depended on by [this system]". Flag any one-directional dependencies for correction.
Section G: Tuning Knobs
Goal: Every designer-adjustable value, with safe ranges and extreme behaviors.
Questions to ask:
- What values should designers be able to tweak without code changes?
- For each knob, what breaks if it's set too high? Too low?
- Which knobs interact with each other? (Changing A makes B irrelevant)
Agent delegation: If formulas are complex, delegate to systems-designer
to derive tuning knobs from the formula variables.
Cross-reference: If a dependency GDD lists tuning knobs that affect this system, reference them here. Don't create duplicate knobs — point to the source of truth.
Section H: Acceptance Criteria
Goal: Testable conditions that prove the system works as designed.
Completion Steering — format each criterion as Given-When-Then:
- GIVEN [initial state], WHEN [action or trigger], THEN [measurable outcome]
Example (adapt terminology to the game's domain):
- GIVEN [initial state], WHEN [player action or system trigger], THEN [specific measurable outcome].
- GIVEN [a constraint is active], WHEN [player attempts an action], THEN [feedback shown and action result].
Include at least: one criterion per core rule from Section C, and one per formula from Section D. Do NOT write "the system works as designed" — every criterion must be independently verifiable by a QA tester without reading the GDD.
Questions to ask:
- What's the minimum set of tests that prove this works?
- What performance budget does this system get? (frame time, memory)
- What would a QA tester check first?
Cross-reference: Include criteria that verify cross-system interactions work, not just this system in isolation.
Optional Sections: Visual/Audio, UI Requirements, Open Questions
These sections are included in the template but aren't part of the 8 required sections. Offer them after the required sections are done:
Use AskUserQuestion:
- "The 8 required sections are complete. Do you want to also define Visual/Audio
requirements, UI requirements, or capture open questions?"
- Options: "Yes, all three", "Just open questions", "Skip — I'll add these later"
For Visual/Audio: Coordinate with art-director and audio-director if detail
is needed. Often a brief note suffices at the GDD stage.
For UI Requirements: Coordinate with ux-designer for complex UI systems.
After writing this section, check whether it contains real content (not just
[To be designed] or a note that this system has no UI). If it does have real
UI requirements, output this flag immediately:
📌 UX Flag — [System Name]: This system has UI requirements. In Phase 4 (Pre-Production), run
/ux-designto create a UX spec for each screen or HUD element this system contributes to before writing epics. Stories that reference UI should citedesign/ux/[screen].md, not the GDD directly.Note this in the systems index for this system if you update it.
For Open Questions: Capture anything that came up during design that wasn't fully resolved. Each question should have an owner and target resolution date.
5. Post-Design Validation
After all sections are written:
5a: Self-Check
Read back the complete GDD from file (not from conversation memory — the file is the source of truth). Verify:
- All 8 required sections have real content (not placeholders)
- Formulas reference defined variables
- Edge cases have resolutions
- Dependencies are listed with interfaces
- Acceptance criteria are testable
5a-bis: Creative Director Pillar Review
Before finalizing the GDD, spawn creative-director via Task using gate CD-GDD-ALIGN (.claude/docs/director-gates.md).
Pass: completed GDD file path, game pillars (from design/gdd/game-concept.md or design/gdd/game-pillars.md), MDA aesthetics target.
Handle verdict per the standard rules in director-gates.md. After resolution, record the verdict in the GDD Status header:
> **Creative Director Review (CD-GDD-ALIGN)**: APPROVED [date] / CONCERNS (accepted) [date] / REVISED [date]
5b: Update Entity Registry
Scan the completed GDD for cross-system facts that should be registered:
- Named entities (enemies, NPCs, bosses) with stats or drops
- Named items with values, weights, or categories
- Named formulas with defined variables and output ranges
- Named constants referenced by value in more than one place
For each candidate, check if it already exists in design/registry/entities.yaml:
Grep pattern=" - name: [candidate_name]" path="design/registry/entities.yaml"
Present a summary:
Registry candidates from this GDD:
NEW (not yet registered):
- [entity_name] [entity]: [attribute]=[value], [attribute]=[value]
- [item_name] [item]: [attribute]=[value], [attribute]=[value]
- [formula_name] [formula]: variables=[list], output=[min–max]
ALREADY REGISTERED (referenced_by will be updated):
- [constant_name] [constant]: value=[N] ← matches registry ✅
Ask: "May I update design/registry/entities.yaml with these [N] new entries
and update referenced_by for the existing entries?"
If yes: append new entries and update referenced_by arrays. Never modify
existing value / attribute fields without surfacing it as a conflict first.
5c: Offer Design Review
Present a completion summary:
GDD Complete: [System Name]
- Sections written: [list]
- Provisional assumptions: [list any assumptions about undesigned dependencies]
- Cross-system conflicts found: [list or "none"]
Use AskUserQuestion:
- "Run
/design-reviewnow to validate the GDD?"- Options: "Yes, run review now", "I'll review it myself first", "Skip review"
If yes, invoke the design-review skill on the completed file.
5d: Update Systems Index
After the GDD is complete (and optionally reviewed):
- Read the systems index
- Update the target system's row:
- If design-review was run and verdict is APPROVED: Status → "Approved"
- If design-review was run and verdict is NEEDS REVISION: Status → "In Review"
- If design-review was skipped: Status → "Designed" (pending review)
- If the user chose "I'll review it myself first": Status → "Designed"
- Design Doc: link to
design/gdd/[system-name].md
- Update the Progress Tracker counts
Ask: "May I update the systems index at design/gdd/systems-index.md?"
5d: Update Session State
Update production/session-state/active.md with:
- Task: [system-name] GDD
- Status: Complete (or In Review if design-review was run)
- File: design/gdd/[system-name].md
- Sections: All 8 written
- Next: [suggest next system from design order]
5e: Suggest Next Steps
Use AskUserQuestion:
- "What's next?"
- Options:
- "Design next system ([next-in-order])" — if undesigned systems remain
- "Fix review findings" — if design-review flagged issues
- "Stop here for this session"
- "Run
/gate-check" — if enough MVP systems are designed
- Options:
6. Specialist Agent Routing
This skill delegates to specialist agents for domain expertise. The main session orchestrates the overall flow; agents provide expert content.
| System Category | Primary Agent | Supporting Agent(s) |
|---|---|---|
| Combat, damage, health | game-designer |
systems-designer (formulas), ai-programmer (enemy AI) |
| Economy, loot, crafting | economy-designer |
systems-designer (curves), game-designer (loops) |
| Progression, XP, skills | game-designer |
systems-designer (curves), economy-designer (sinks) |
| Dialogue, quests, lore | game-designer |
narrative-director (story), writer (content) |
| UI systems (HUD, menus) | game-designer |
ux-designer (flows), ui-programmer (feasibility) |
| Audio systems | game-designer |
audio-director (direction), sound-designer (specs) |
| AI, pathfinding, behavior | game-designer |
ai-programmer (implementation), systems-designer (scoring) |
| Level/world systems | game-designer |
level-designer (spatial), world-builder (lore) |
| Camera, input, controls | game-designer |
ux-designer (feel), gameplay-programmer (feasibility) |
When delegating via Task 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):
- Read
production/session-state/active.md— it records the current system and which sections are complete - Read
design/gdd/[system-name].md— sections with real content are done; sections with[To be designed]still need work - 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
This skill follows the collaborative design principle at every step:
- Question -> Options -> Decision -> Draft -> Approval for every section
- 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: "Run design review? Update systems index? What's next?"
- "May I write to [filepath]?" before the skeleton and before each section write
- Incremental writing: Each section is written to file immediately after approval
- Session state updates: After every section write
- Cross-referencing: Every section checks existing GDDs for conflicts
- 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).