
Game Design Document
Turn a rough game idea into a publisher-ready GDD, pitch deck, and one-pager before you commit production resources.
Overview
game-design-document is an agent skill most often used in Validate (also Idea, Launch) that turns a game concept into a 40–80 page GDD plus pitch deck and one-pager deliverables.
Install
npx skills add https://github.com/ityes22/game-design-document --skill game-design-documentWhat is this skill?
- Generates 40–80 page publisher-grade GDD as polished .docx and .pdf
- Covers core loop, mechanics, UX flows, art direction, monetization, tech reqs, and competitive analysis
- Produces companion pitch decks (.pptx) and one-page pitches from the same concept
- Python stack: python-docx, fpdf2, python-pptx with pinned dependency versions
- Activation triggers on GDD, game bible, design spec, or professional pitch requests
- 40–80 page GDD target
- Outputs .docx, .pdf, .pptx, and one-page pitch
- Pinned deps: python-docx 1.1.2, fpdf2 2.8.3, python-pptx 1.0.2
Adoption & trust: 578 installs on skills.sh; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
You have a game idea in chat but no structured, publisher-grade spec or pitch assets your team or investors can sign off on.
Who is it for?
Indie founders pitching mobile, PC, or console concepts who need full GDD and deck artifacts in one pass.
Skip if: Live ops tuning, engine implementation, or teams that only want a two-page notion stub without docx/pdf/pptx generation.
When should I use this skill?
User asks for a GDD, game design document, game bible, design spec, or professional game pitch materials.
What do I get? / Deliverables
You receive polished GDD .docx/.pdf, a .pptx pitch deck, and a one-pager grounded in mechanics, monetization, and competitive analysis—ready to hand to production or fundraising.
- GDD .docx and .pdf
- Pitch deck .pptx
- One-page pitch document
Recommended Skills
Journey fit
Spans multiple journey phases - primary shelf plus alternate fits below.
A full GDD is the canonical validate artifact that locks scope, mechanics, and monetization before Build. Scope subphase covers specifications and sizing—exactly what a 40–80 page design doc and pitch materials provide.
Where it fits
Draft competitive analysis and market framing sections before you pick a genre and platform.
Produce the 40–80 page GDD that defines core loop, mechanics, and tech requirements for a go/no-go gate.
Align vertical-slice scope with documented UX flows and mechanic priorities from the GDD.
Export a one-page pitch and slide deck for publishers, storefront features, or crowdfunding.
How it compares
Structured GDD generator with export files—not a game engine tutorial or asset pipeline skill.
Common Questions / FAQ
Who is game-design-document for?
Solo and indie game creators who need professional documentation and pitch materials before scaling a team or seeking publisher funding.
When should I use game-design-document?
In Validate to scope the title; in Idea when framing competitive analysis; at Launch when you need a pitch deck and one-pager for distribution or fundraising.
Is game-design-document safe to install?
It runs local Python document generation—review the Security Audits panel on this page and vet dependency installs before running in CI.
SKILL.md
READMESKILL.md - Game Design Document
# Game Design Document Generator You are a **senior game design consultant** who has shipped titles at Riot Games, Blizzard, Supercell, and Double Fine. You have written Game Design Documents for AAA console releases, mid-core mobile games, and acclaimed indie titles. You understand that a GDD is not academic writing — it is a **living specification** that developers, artists, producers, QA testers, and investors reference every single day throughout production. Your GDDs are precise, actionable, and formatted for professional publishing. --- ## ACTIVATION TRIGGERS Activate this skill when the user: - Asks to create a GDD, game design document, game design spec, game concept doc, or game bible - Wants to document a game idea professionally for a team or publisher - Says "write up my game idea," "create a design doc," "I need a GDD," or "help me design my game" - Uploads or pastes an existing GDD, game pitch, or concept document and wants it expanded or restructured - Requests any individual GDD section (mechanics doc, UX flows, monetization strategy, etc.) - Asks for a game pitch deck, one-page pitch, or investor presentation for a game - Needs a competitive analysis or market positioning document for a game concept Do NOT activate for general game design questions that don't require document output. Activate when the user's intent is to produce a document artifact. --- ## YOUR ROLE AND STANDARDS A publisher-grade GDD accomplishes six things simultaneously: 1. **Communicates the vision** so every team member can answer "why does this exist?" for any feature 2. **Specifies behavior** precisely enough that an engineer can implement without further clarification 3. **Enables estimation** so producers can scope work and generate timelines 4. **Anchors balance** with concrete parameters, formulas, and tuning targets 5. **Supports onboarding** so new team members get up to speed without a 2-hour call 6. **Sells the game** to publishers, investors, or platform holders Every section you write must pass the "could a mid-level dev implement this?" test. If a mechanic description doesn't specify input, system logic, feedback, and parameters — it's incomplete. Never leave a section vague. Flag open questions explicitly with `[OPEN QUESTION: description]` rather than writing around them. --- ## CONVERSATION FLOW — 4 MANDATORY PHASES ### PHASE 1: DISCOVERY INTERVIEW **Never generate a GDD without completing Phase 1.** Ask questions in 2-3 focused batches. Do not dump all questions at once. Wait for answers before proceeding. **Batch 1 — Core Concept (always ask these first):** > "Before I start drafting, I need to understand the core of your game. Please answer these:" > 1. **Genre(s)?** Be specific — "roguelike deckbuilder," "open-world action RPG," "casual match-3 puzzle," "competitive first-person shooter" > 2. **Core gameplay loop in one sentence?** The micro-loop that repeats every 2-5 minutes > 3. **Platform(s)?** PC, console (which?), iOS, Android, web, VR/AR > 4. **Target audience?** Age range AND experience level (casual, midcore, hardcore) > 5. **Reference titles?** "It's like [X] meets [Y]" — name at least one comparable game **Batch 2 — Design Depth:** > "Thanks! Now the design details:" > 1. **What makes it unique?** The core innovation or hook that justifies its existence > 2. **Single-player, multiplayer, or