arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
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.
---
name: gd-gdd-creation
description: 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.
---
# GDD Creation
## GDD Document Structure
### Modular GDD: `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 |
### Main Document Template: `docs/design/gdd.md` (Optional)
```markdown
# 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]
```
---
## Supporting Artifacts
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` |
---
## GDD Creation Workflow
### Step 1: Repository Analysis
Gather context about the project:
```bash
# Read project files for context
Read("README.md")
Read("package.json")
Read("prd.json")
Glob("src/**/*") # List source files
```
Document:
- Project type and genre
- Current implementation status
- Technology stack
- Team size and structure
### Step 2: Research Phase
Use web-search and GitHub MCP:
- Research similar games
- Find reference implementations
- Document inspirations
- Identify best practices
### Step 3: Design Sessions
Use thermite-design skill for structured sessions:
- Boardroom Retreat for core concepts
- Deep Dive for specific domains
- Decision Review for validation
### Step 4: Draft GDD
Create the main GDD document with all sections.
### Step 5: Iterate
Refine through self-iteration and team feedback.
---
## GDD Review Checklist
Before marking GDD as ready:
### Completeness
- [ ] All 11 main sections complete
- [ ] Supporting artifacts created
- [ ] Decision log has initial entries
- [ ] Open questions tracked
### Quality
- [ ] Clear, unambiguous language
- [ ] No contradictions within document
- [ ] All mechanics described in detail
- [ ] Art style is specific
### Usability
- [ ] Table of contents for navigation
- [ ] Cross-references between sections
- [ ] Change log maintained
- [ ] Glossary for game-specific terms
---
## GDD Maintenance
### When to Update
Update GDD when:
- New mechanics are added
- Existing mechanics change significantly
- Balance changes are implemented
- New features are planned
- Team requests clarification
### Change Log
Maintain a change log in the GDD:
```markdown
## Change Log
| Date | Author | Changes |
|------|--------|---------|
| 2025-01-21 | Game Designer | Initial draft |
| 2025-01-22 | Game Designer | Added combat section |
```
---
## UI/UX Feature Documentation (feat-027)
**Lesson from feat-027 (Star Rating Preview):** UI features require specific visual and behavior documentation.
### UI Feature Section Template
When documenting UI features in GDD, use this structure:
```markdown
### 8. UI/UX System
#### 8.1 HUD Elements
**Star Rating Preview**
- **Purpose**: Show player progress toward star ratings in real-time
- **Position**: Center-top of screen (y: 80 from top)
- **Elements**: 3 star icons displayed horizontally
**Behavior Specification**:
1. **Initial State**: All stars shown as outline (gray, 30% alpha)
2. **Fill Progression**: Stars fill sequentially as score increases
3. **Visual Feedback**: Smooth color transition (gray → yellow)
4. **Animation Timing**: 300ms tween duration with Quadratic.Out easing
5. **Completed State**: Filled stars pulse subtly (scale 1.1)
**Threshold Formula** (from DEC-004):
- 2-star: 32,000 + (level × 2,000)
- 3-star: 66,000 + (level × 6,000)
**Technical Notes**:
- Score updates trigger immediate star state recalculation
- Tweens killed before creating new ones (prevent accumulation)
- Event-driven: Listens to `totalScoreUpdate` events
```
### UI Animation Documentation
When UI elements have animations:
| Element | Animation | Duration | Easing | Purpose |
|---------|------------|----------|---------|---------|
| Star fill | Color interpolation | 300ms | Quadratic.Out | Smooth status transition |
| Star pulse | Scale +1.1 | 200ms | Sine.InOut | Highlight effect |
| Queue bounce | Y offset ±5 | 1000ms | Sine.InOut | Idle animation |
### Interactive UI Elements
For buttons and interactive UI:
```markdown
#### Retry Button (feat-028)
- **Position**: Top-right corner, semi-transparent
- **Behavior**: Instant level reset on click
- **States**: Normal, Hover (brighten), Active (scale 0.95)
- **Accessibility**: 48×48px minimum touch target
#### Settings Button (feat-028)
- **Position**: Top-right, below retry button
- **Opens**: Settings overlay with:
- Master volume slider (0-100%)
- SFX volume slider (0-100%)
- Music volume slider (0-100%)
- Mute toggle checkbox
- Quality toggle (Low/Medium/High)
- **Persistence**: All settings saved to localStorage
```
### Visual Design Language
When specifying UI appearance:
```markdown
**Color System**:
- Star Empty: #CCCCCC (RGB: 204, 204, 204)
- Star Full: #FFCC00 (RGB: 255, 204, 0)
- Background: Semi-transparent black
**Typography**:
- Font: Rajdhani or similar gaming font
- Sizes: 18px body, 24px headers
- Weights: 500 (regular), 600 (semibold), 700 (bold)
**Spacing System**:
- Star spacing: 8px gap between stars
- Button padding: 12px vertical, 24px horizontal
- Section margins: 16px between UI groups
```
---
## Common Mistakes to Avoid
| 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 |
---
name: gd-gdd-creation
description: 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.
---
# GDD Creation
## GDD Document Structure
### Modular GDD: `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 |
### Main Document Template: `docs/design/gdd.md` (Optional)
```markdown
# 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]
```
---
## Supporting Artifacts
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` |
---
## GDD Creation Workflow
### Step 1: Repository Analysis
Gather context about the project:
```bash
# Read project files for context
Read("README.md")
Read("package.json")
Read("prd.json")
Glob("src/**/*") # List source files
```
Document:
- Project type and genre
- Current implementation status
- Technology stack
- Team size and structure
### Step 2: Research Phase
Use web-search and GitHub MCP:
- Research similar games
- Find reference implementations
- Document inspirations
- Identify best practices
### Step 3: Design Sessions
Use thermite-design skill for structured sessions:
- Boardroom Retreat for core concepts
- Deep Dive for specific domains
- Decision Review for validation
### Step 4: Draft GDD
Create the main GDD document with all sections.
### Step 5: Iterate
Refine through self-iteration and team feedback.
---
## GDD Review Checklist
Before marking GDD as ready:
### Completeness
- [ ] All 11 main sections complete
- [ ] Supporting artifacts created
- [ ] Decision log has initial entries
- [ ] Open questions tracked
### Quality
- [ ] Clear, unambiguous language
- [ ] No contradictions within document
- [ ] All mechanics described in detail
- [ ] Art style is specific
### Usability
- [ ] Table of contents for navigation
- [ ] Cross-references between sections
- [ ] Change log maintained
- [ ] Glossary for game-specific terms
---
## GDD Maintenance
### When to Update
Update GDD when:
- New mechanics are added
- Existing mechanics change significantly
- Balance changes are implemented
- New features are planned
- Team requests clarification
### Change Log
Maintain a change log in the GDD:
```markdown
## Change Log
| Date | Author | Changes |
|------|--------|---------|
| 2025-01-21 | Game Designer | Initial draft |
| 2025-01-22 | Game Designer | Added combat section |
```
---
## UI/UX Feature Documentation (feat-027)
**Lesson from feat-027 (Star Rating Preview):** UI features require specific visual and behavior documentation.
### UI Feature Section Template
When documenting UI features in GDD, use this structure:
```markdown
### 8. UI/UX System
#### 8.1 HUD Elements
**Star Rating Preview**
- **Purpose**: Show player progress toward star ratings in real-time
- **Position**: Center-top of screen (y: 80 from top)
- **Elements**: 3 star icons displayed horizontally
**Behavior Specification**:
1. **Initial State**: All stars shown as outline (gray, 30% alpha)
2. **Fill Progression**: Stars fill sequentially as score increases
3. **Visual Feedback**: Smooth color transition (gray → yellow)
4. **Animation Timing**: 300ms tween duration with Quadratic.Out easing
5. **Completed State**: Filled stars pulse subtly (scale 1.1)
**Threshold Formula** (from DEC-004):
- 2-star: 32,000 + (level × 2,000)
- 3-star: 66,000 + (level × 6,000)
**Technical Notes**:
- Score updates trigger immediate star state recalculation
- Tweens killed before creating new ones (prevent accumulation)
- Event-driven: Listens to `totalScoreUpdate` events
```
### UI Animation Documentation
When UI elements have animations:
| Element | Animation | Duration | Easing | Purpose |
|---------|------------|----------|---------|---------|
| Star fill | Color interpolation | 300ms | Quadratic.Out | Smooth status transition |
| Star pulse | Scale +1.1 | 200ms | Sine.InOut | Highlight effect |
| Queue bounce | Y offset ±5 | 1000ms | Sine.InOut | Idle animation |
### Interactive UI Elements
For buttons and interactive UI:
```markdown
#### Retry Button (feat-028)
- **Position**: Top-right corner, semi-transparent
- **Behavior**: Instant level reset on click
- **States**: Normal, Hover (brighten), Active (scale 0.95)
- **Accessibility**: 48×48px minimum touch target
#### Settings Button (feat-028)
- **Position**: Top-right, below retry button
- **Opens**: Settings overlay with:
- Master volume slider (0-100%)
- SFX volume slider (0-100%)
- Music volume slider (0-100%)
- Mute toggle checkbox
- Quality toggle (Low/Medium/High)
- **Persistence**: All settings saved to localStorage
```
### Visual Design Language
When specifying UI appearance:
```markdown
**Color System**:
- Star Empty: #CCCCCC (RGB: 204, 204, 204)
- Star Full: #FFCC00 (RGB: 255, 204, 0)
- Background: Semi-transparent black
**Typography**:
- Font: Rajdhani or similar gaming font
- Sizes: 18px body, 24px headers
- Weights: 500 (regular), 600 (semibold), 700 (bold)
**Spacing System**:
- Star spacing: 8px gap between stars
- Button padding: 12px vertical, 24px horizontal
- Section margins: 16px between UI groups
```
---
## Common Mistakes to Avoid
| 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 |
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by feliperyba