Game Design — Per-Content-Type GDD (Authoring & Revision)
Own one content type's design document at
.unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog axis of
the GDD (the data the game is made of: the cards, items, levels, enemies, quests),
alongside the system GDDs (the rules), the flow GDDs (the dynamics), and GAME.md
(the whole). This skill owns the content zone (gd-principles → Zone Ownership):
the full lifecycle of a CONTENT-TYPE.md lives here — create the skeleton,
fill its placeholders, and revise the approved schema (the typed
CT.fields + scale + relationships) under the delta discipline. There is no separate
editor skill.
A content type is a schema + descriptor, never the catalog of values. GD-IDS.yaml
carries the contract (the typed CT.fields, the scale, belongs_to); the bulk
instance values live in the editor, not the registry. That split is the heart of this
zone — see Schema vs values below.
A content type registers itself: this skill writes the type's own GD-IDS.yaml
content_types: and content: entries (and the resources: / tracks: / knobs:
facts it owns via a registry-check) and re-renders the ## Content Map [gen] block in
GAME.md — there is no add-content in unikit-gd-spec. It never authors a system,
never authors a flow, never edits the GAME.md one-pager content, and never adds a
system to the roster — those are unikit-gd-system, unikit-gd-flow, and
unikit-gd-spec.
Language Awareness — BLOCKING PRE-REQUISITE
BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md
and apply it to all output and artifacts (fall back to English if it is missing) —
including the rule to translate concepts, not transliterate jargon.
gd-principles → "Language" adds the game-design specifics: which IDs and stored
field values stay English (IDs like CT-*, CU-*, RES-*, field type/enum
tokens, and ref<> targets are stable machine values — never translated). Do not
announce the language setting.
Phase 0 — Bootstrap
Silently load — do not narrate:
.unikit/system/gamedesign/gd-principles.md (the core) — the collaborative
protocol, the facts registry / ID conventions, and the language rules. Plus, from
the same gamedesign/ folder, the shards this skill needs: gd-authoring.md
(the section-cycle authoring contract + the delta discipline — including
the content delta: schema vs values rule that governs this zone),
gd-lifecycle.md (the lifecycle & status spine + the content axis block:
the CT doc_status spine, belongs_to, and display precedence), and
gd-content-axis.md (the content-axis contract this zone authors against: the
CT/CU schema model, ref<> resolution, scale ↔ structure, RES/TRACK/KNOB, and
the code-reads-content boundary). This skill applies that contract; it does
not restate the mechanics. If missing, warn (unikit-ai update) and fall back to
the protocol as summarized in this file.
.unikit/gamedesign/GAME.md — pillars, loops, target aesthetics, and
non-goals the content must serve; its ## System Map [gen] is the system roster a
content type's belongs_to (and any ref<SYS>) depend on. If it does not exist,
stop — there is no master spec yet. Read .unikit/gamedesign/concepts/INDEX.md
(if it exists) to route precisely: a drafted/approved concept present →
recommend /unikit-gd-spec (build the master spec from it); no concept — or no
concepts/INDEX.md (or no concepts/ dir) at all → recommend
/unikit-gd-brainstorm first, then /unikit-gd-spec.
.unikit/gamedesign/GD-IDS.yaml — find the target type's entry under
content_types. If there is no entry, this is a new content type: a content
type registers itself, so author it here (Create — Phase 5 writes the
content_types: row). The belongs_to a new type needs may reference a system
that is not yet on the map; that crossing into the system roster routes back
to /unikit-gd-spec add-system (see the re-entry seam in Phase 4) — never write a
systems: row here.
.unikit/memory/gamedesign/RULES_INDEX.md — load the core domain rules
for this type's purpose, on demand by Load When, plus any studio library
rule on the same topic. Read the purpose from the type's name and Overview (what
the units are), not from a coarse label; when the purpose is ambiguous, confirm
the domain with one AskUserQuestion rather than guessing. Domains are opt-in and
combinable — a content type may match more than one:
| Content purpose |
Core rules to load |
| items / loot / gear |
economy, balance |
| currencies / shop wares |
economy, monetization-ethics |
| cards / units / abilities |
balance, frameworks |
| enemies / encounters |
balance |
| levels / missions / maps |
level-design |
| quests / dialogue / lore |
narrative |
| characters / NPCs |
narrative, player-motivation |
| cosmetics / battle-pass |
monetization-ethics, liveops |
| progression tracks / unlocks |
progression |
Obey the index's Rule-Loading Discipline: load by Load When, load a reference
only from its parent rule's > **References**:, and never glob the memory tree
(.unikit/memory/gamedesign/**) to discover rules.
.unikit/RULES.md (if present) — project overrides, highest priority.
Schema guard (clean break — no automatic migration). GD-IDS.yaml MUST be
version: 2. If it is still version: 1, STOP and report: the design
workspace is on the pre-v2 layout — v2 dropped the standalone markdown
system-index and now renders the system, flow, funnel, and content maps into
GAME.md (## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] /
## Content Map [gen]); there is no automatic migration. Tell the user to bump
GD-IDS.yaml to version: 2 before re-running.
One-way boundary: never read .unikit/code/, project source, or build artifacts.
Content crosses to code as a contract (the schema + descriptor), never as data —
the bulk values stay in the editor (gd-principles → One-Way Boundary).
Phase 1 — Context
Gather the facts the content type must stay consistent with (read-only):
- Known facts from
GD-IDS.yaml — pillars (the content serves them), the
systems (the belongs_to consuming system and any ref<SYS> targets), the
resources / tracks already locked (a field may ref<RES> / reference a track),
the entities / formulas a field may ref<ENT> / ref<FORM>, and the terms.
These are constraints, not suggestions.
- The consuming system's GDD — read the
belongs_to system's header and sections
A (Overview), C (Detailed Design), and G (Tuning Knobs) so the schema
serves a real consumer (the system that reads these units). A belongs_to aimed at
a missing or deprecated system is a registry gap (route it through
unikit-gd-spec add-system — Phase 4).
- Recent
unikit-gd-verify reports for this content type, if any
(.unikit/gamedesign/reviews/).
- Explore research (internal design lens) — if this type was seeded from a
unikit-gd-explore brief, discover the research deterministically (survives a
/clear): read the type's GD-IDS content_types[].research: pointer
(authoritative), falling back to the researches/INDEX.md entry whose Target: is
this CT-<slug>. Read that research's RESEARCH_BRIEF.md →
## Content Feature Plan block and use its schema / scale / catalog seeds
as the starting drafts — a seeded section is drafted silently in Generation
(Phase 4) and confirmed in the group review (Phase 5); a seed is a draft, not an
approved write. For a revision (Edit), the matching block is
## Content Improvement Plan. These explore-seeded drafts are untagged normal
authored content.
Phase 2 — Resolve Scale + Depth (no flags)
Check .unikit/gamedesign/content-types/CT-<slug>.md and read the intent in the
prompt:
- Does not exist → Create: build the skeleton (Phase 3), then run the
Decision-First flow — the scale is the first decision in Phase 4 (it shapes
section C and how the units register).
- Exists and the prompt describes a change to the approved schema (a field, a
type, the scale,
belongs_to, a ref<>: "add a rarity field", "retype condition",
"switch to curated") → Edit: classify the scale of change and apply the delta
(Revision below). Approved schema is changed only through this path.
- Exists with
[To be designed] placeholders and the intent is to continue /
fill (or no change is described) → Fill: resume from the remaining placeholders.
Approved text is never overwritten — only placeholders are filled. Skip the
skeleton sub-step (Phase 3.1); still fork-scan and run Phases 4–5 over the
placeholders.
- Exists, complete, no change described → authoring is done; nothing to write.
Offer review / verify (Handoff) and stop.
If the type name is ambiguous (matches several entries, or none) → AskUserQuestion
listing candidates. Never guess the target. Print the candidates to the screen as plain
markdown first — the question mechanism carries the options and nothing else.
Catalog churn is not an Edit here. Adding, removing, or editing the individual
content units — a curated row's field values, a bulk type's count — is
data, not a schema edit (gd-authoring → Content delta). It does not bump the
version and needs no changelog. Only a schema change (Phase 2 case 2) runs the
Revision delta tail. For a bulk type the instance values never enter GD-IDS at
all — they live in the editor.
Depth gate (Create / Fill only). Once the mode is Create or Fill, present one
depth picker — the named tiers core/standard/full, each with what it adds, not bare
letters:
AskUserQuestion: How deep should this pass go?
Options:
1. core (recommended) — the floor that gets the type to a solid, usable base: Overview,
Schema (CT.fields), Scale & Generation.
2. standard — core + Relationships & Dependencies, Validation & Edge Cases.
3. full — every section, fully specified.
The picked tier is the ephemeral scope of this pass — NOT stored
(gd-authoring / gd-lifecycle); the lasting fact is the inferred status at Phase 6.
Edit mode skips the depth gate entirely (it lies flat on the Revision flow).
Load the Mode Body
With the mode resolved (Phase 2) and the depth picked (Create / Fill only), load the
matching body on demand and follow it — do not keep both bodies in context. Create
/ Fill returns to Phase 6 (Registry & State) below; Edit returns to Handoff.
| Mode |
Reference body |
| Create / Fill |
{{skills_dir}}/{{self_name}}/references/mode-author.md — the Decision-First section-cycle: the A–F section map + core-set, Phase 3 (Skeleton + Fork-Scan), Phase 4 (Decision Interview + Generation, incl. the scale decision + the re-entry seam), Phase 5 (Group Review). |
| Edit |
{{skills_dir}}/{{self_name}}/references/mode-revise.md — a schema change: classify the scale (Tuning / Tweak / Rework / Structural-redirect), apply it, then the mandatory delta tail (catalog churn is data — handled directly, not here). |
Phase 6 — Registry & State (write content_types: / content:, then re-render the map)
After the sections are authored and accepted:
Write the GD-IDS.yaml content_types[] entry (the type's machine truth — the
content type registers itself): id: CT-<slug>, name, status: active, scale,
belongs_to (the SYS id from section D), doc_status, version, fields: (the
typed schema from section B — for a bulk type this is the SPEC each instance
follows; for curated it is the schema each content row subsets), research:
(the explore-research folder if seeded — a non-id path; owned here),
source: content-types/CT-<slug>.md, added. Then write the units:
- bulk → one
content[] row with kind: set, count, spec (the descriptor
only; the values stay in the editor).
- curated → one
content[] row per unit with kind: instance and
fields: ⊆ CT.fields (each value valid by the schema's name + type).
Get approval before the write; existing values are never changed silently; every
fact carries its source (gd-principles → Facts Registry).
Register the facts this type introduces (RES- / TRACK- / KNOB-). A field
may reference a resource (ref<RES>), a progression track, or a global
tuning knob that is not yet a registry fact. These are facts, registered by
the owning zone via a registry-check — not a profile edit:
RES-<slug> → GD-IDS.yaml resources (a currency / consumable / material),
TRACK-<slug> → tracks (a season / battle-pass / mastery ladder),
KNOB-<slug> → knobs (a cross-system balance value; a per-system tuning value
stays in that system's section G).
Before adding one, registry-check: if the fact already exists, reference it;
never duplicate or renumber. Get approval for each new fact; each carries its
source.
Status (inferred — gd-lifecycle). Set the type's status in the two places
that must agree — the CONTENT-TYPE.md header > Status: token and the
GD-IDS.yaml doc_status: detailed once the whole core-set (A/B/C) is
authored; held at skeleton while a core section carries <!-- deferred -->
(the soft floor guard; the WARN in Phase 4); detailed · partial (n/m) (rendered,
inferred from the markers) when the core is complete but ≥1 non-core section is
deferred. Set version: 1 (header + GD-IDS). Write the initial changelog block to
section F (#### v1 — <date> — initial schema with the Fields: + <field> … (new)
line and Affected (gd-verify): —) — the single current block (K1).
Regen-on-write — re-render the map (B1). As the last step, re-render GAME.md's
## Content Map [gen] block from GD-IDS (the RULES_INDEX render model):
replace only the content between <!-- gen:content-map --> /
<!-- /gen:content-map --> — never touch the authored one-pager above, and
never the ## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] blocks
(those are unikit-gd-spec / unikit-gd-flow renders).
- Content Map — one row per
content_types[] entry, grouped by scale (Bulk,
Curated): ID | Content Type | Scale | Status | Ver | Belongs (SYS) | Units | Doc.
Status mirrors doc_status (plus deprecated from the status field), with the
· partial (n/m) suffix appended when the CONTENT-TYPE.md carries ≥1
<!-- deferred --> (the canonical render format from gd-lifecycle — the same
suffix verify and the System/Flow maps use); Ver is — until skeleton; Units
is the registered count for a bulk type or the number of curated rows.
Handoff & Next Steps
Recommend the next steps (do not auto-invoke):
- ✅ Verify consistency & impact — /unikit-gd-verify CT-
- 🔍 Qualitative review (fresh session) — /unikit-gd-review content-types/CT-.md
- 🗺️ Add the consuming/another system — /unikit-gd-spec (add-system)
A review is most independent in a fresh session (the reviewer should not have
authored the doc). unikit-gd-verify is read-only — it checks the content type against
the registry and prints cross-axis staleness (a belongs_to/ref<SYS> system edit);
the ## Content Map [gen] was already re-rendered on this skill's write (B1).
Final: Compact Report
The terminal plaque (TIER A — gd-principles → Language: name leads, ids are
parenthetical copy-paste tags, status is a plain phrase):
Content type: <name> (CT-<slug>)
Scale: <bulk | curated> Belongs to: <system name> (SYS-<slug>) · Depth: <core | standard | full> (create/fill)
Action: <create | fill | edit (tuning|tweak|rework) | catalog churn>
Doc: .unikit/gamedesign/content-types/CT-<slug>.md — <ready | ready, a couple of optional blocks left | skeleton, main blocks not filled yet>, vN
Registry: <F> fields; <U> units (<count> bulk | <n> curated); +<R> resources/tracks/knobs (GD-IDS.yaml)
Map: ## Content Map [gen] re-rendered
No summary document, no report file.
Ownership Boundaries
- Owns: the full lifecycle of
content-types/CT-<slug>.md — creating the
skeleton, filling placeholders, and revising the approved schema (Tuning / Tweak
/ Rework, with the version bump + changelog; the status stays detailed); the type's
GD-IDS.yaml facts (content_types[] incl. fields, scale, belongs_to,
research:; the content[] units; and the resources / tracks / knobs facts it
registers) and its doc_status / version; the scale selection; and the
re-render of the ## Content Map [gen] block in GAME.md (the [gen] region
only).
- Not this skill: systems →
unikit-gd-system; flows → unikit-gd-flow; the
system roster, the GAME.md one-pager content (pillars, win/lose intent,
monetization stance) and its ## System Map [gen] render → unikit-gd-spec;
quality verdicts → unikit-gd-review; consistency & cross-axis impact →
unikit-gd-verify.
- Never: write, fill, or edit without approval; overwrite approved schema outside
the delta discipline; run the delta tail for catalog churn (data, not a schema edit);
skip the version bump or changelog on a schema edit (unrecorded delta); change a
GD-IDS.yaml value silently; delete or renumber an ID; write the systems: roster
or the GAME.md one-pager content; touch the ## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen] blocks; read the code workspace or project source.
Quick Reference
/unikit-gd-content CT-item → select scale + create skeleton + author A–F (if no doc yet)
/unikit-gd-content item → resolve to the CT-slug; same type
/unikit-gd-content CT-item → resume filling placeholders (partial doc)
/unikit-gd-content CT-item "add a rarity field" → Tweak: edit B Schema, one approval
/unikit-gd-content item "switch to curated" → Rework: scale flip (C + header + GD-IDS)
/unikit-gd-content CT-card "retype cost to enum" → Rework: type change + data migration
1---2name: unikit-gd-content3description: Author and own ONE content type's typed schema (the CONTENT-TYPE.md) at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog layer of the GDD (cards, items, weapons, enemies, levels, quests, loot). Use whenever the user wants to ADD a new kind of content or UPDATE its schema, e.g. "add a new content type", "design the loot content", "define the card schema", "add an enemies content type", "add a rarity field to items", "switch this catalog to curated". Create the skeleton, fill its typed field schema (CT.fields), scale, relationships, and validation, AND revise the schema under the delta discipline (a schema change bumps the version + changelog). Selects the scale (bulk | curated) and self-registers content_types/content. This owns the content SCHEMA, not the catalog of values — adding individual entries/units is data handled in the editor, not a schema edit. To add or detail a system use /unikit-gd-system; to add a flow use /unikit-gd-flow; to apply a multi-zone edit use /unikit-gd-apply.4---56# Game Design — Per-Content-Type GDD (Authoring & Revision)78Own **one content type's design document** at9`.unikit/gamedesign/content-types/CT-<slug>.md` — the **content / catalog** axis of10the GDD (the data the game is made of: the cards, items, levels, enemies, quests),11alongside the system GDDs (the rules), the flow GDDs (the dynamics), and `GAME.md`12(the whole). This skill owns the **content zone** (`gd-principles` → Zone Ownership):13the **full lifecycle** of a `CONTENT-TYPE.md` lives here — **create** the skeleton,14**fill** its placeholders, and **revise** the approved **schema** (the typed15`CT.fields` + scale + relationships) under the delta discipline. There is no separate16editor skill.1718A content type is a **schema + descriptor, never the catalog of values**. `GD-IDS.yaml`19carries the contract (the typed `CT.fields`, the `scale`, `belongs_to`); the bulk20instance values live in the editor, not the registry. That split is the heart of this21zone — see **Schema vs values** below.2223A content type registers **itself**: this skill writes the type's own `GD-IDS.yaml`24`content_types:` and `content:` entries (and the `resources:` / `tracks:` / `knobs:`25facts it owns via a registry-check) and re-renders the `## Content Map [gen]` block in26`GAME.md` — there is **no add-content in `unikit-gd-spec`**. It never authors a system,27never authors a flow, never edits the `GAME.md` one-pager content, and never adds a28system to the roster — those are `unikit-gd-system`, `unikit-gd-flow`, and29`unikit-gd-spec`.3031## Language Awareness — BLOCKING PRE-REQUISITE3233**BEFORE producing ANY output**, silently read `.unikit/system/LANGUAGE_RULES.md`34and apply it to all output and artifacts (fall back to English if it is missing) —35including the rule to **translate concepts, not transliterate jargon**.36`gd-principles` → "Language" adds the game-design specifics: which IDs and stored37field values stay English (IDs like `CT-*`, `CU-*`, `RES-*`, field `type`/`enum`38tokens, and `ref<>` targets are stable machine values — never translated). Do not39announce the language setting.4041## Phase 0 — Bootstrap4243Silently load — do not narrate:44451. **`.unikit/system/gamedesign/gd-principles.md`** (the core) — the collaborative46 protocol, the facts registry / ID conventions, and the language rules. Plus, from47 the same `gamedesign/` folder, the shards this skill needs: **`gd-authoring.md`**48 (the **section-cycle authoring contract** + the **delta discipline** — including49 the **content delta: schema vs values** rule that governs this zone),50 **`gd-lifecycle.md`** (the lifecycle & status spine + the **content axis** block:51 the `CT` `doc_status` spine, `belongs_to`, and display precedence), and52 **`gd-content-axis.md`** (the content-axis contract this zone authors against: the53 CT/CU schema model, `ref<>` resolution, `scale` ↔ structure, RES/TRACK/KNOB, and54 the code-reads-content boundary). This skill **applies** that contract; it does55 not restate the mechanics. If missing, warn (`unikit-ai update`) and fall back to56 the protocol as summarized in this file.572. **`.unikit/gamedesign/GAME.md`** — pillars, loops, target aesthetics, and58 non-goals the content must serve; its `## System Map [gen]` is the system roster a59 content type's `belongs_to` (and any `ref<SYS>`) depend on. If it does not exist,60 **stop** — there is no master spec yet. Read `.unikit/gamedesign/concepts/INDEX.md`61 (if it exists) to route precisely: a `drafted`/`approved` concept present →62 recommend `/unikit-gd-spec` (build the master spec from it); no concept — or no63 `concepts/INDEX.md` (or no `concepts/` dir) at all → recommend64 `/unikit-gd-brainstorm` first, then `/unikit-gd-spec`.653. **`.unikit/gamedesign/GD-IDS.yaml`** — find the target type's entry under66 `content_types`. If there is **no entry**, this is a new content type: a content67 type registers itself, so author it here (Create — Phase 5 writes the68 `content_types:` row). The `belongs_to` a new type needs may reference a system69 that is **not yet on the map**; that crossing into the *system* roster routes back70 to `/unikit-gd-spec` add-system (see the re-entry seam in Phase 4) — never write a71 `systems:` row here.724. **`.unikit/memory/gamedesign/RULES_INDEX.md`** — load the **core** domain rules73 for this type's **purpose**, on demand by `Load When`, plus any studio `library`74 rule on the same topic. Read the purpose from the type's name and Overview (what75 the units are), **not** from a coarse label; when the purpose is ambiguous, confirm76 the domain with one `AskUserQuestion` rather than guessing. Domains are opt-in and77 combinable — a content type may match more than one:7879 | Content purpose | Core rules to load |80 |-----------------|--------------------|81 | items / loot / gear | `economy`, `balance` |82 | currencies / shop wares | `economy`, `monetization-ethics` |83 | cards / units / abilities | `balance`, `frameworks` |84 | enemies / encounters | `balance` |85 | levels / missions / maps | `level-design` |86 | quests / dialogue / lore | `narrative` |87 | characters / NPCs | `narrative`, `player-motivation` |88 | cosmetics / battle-pass | `monetization-ethics`, `liveops` |89 | progression tracks / unlocks | `progression` |9091 Obey the index's **Rule-Loading Discipline**: load by `Load When`, load a reference92 only from its parent rule's `> **References**:`, and **never glob the memory tree**93 (`.unikit/memory/gamedesign/**`) to discover rules.94955. **`.unikit/RULES.md`** (if present) — project overrides, highest priority.966. **Schema guard (clean break — no automatic migration).** `GD-IDS.yaml` MUST be97 `version: 2`. If it is still `version: 1`, **STOP** and report: the design98 workspace is on the pre-v2 layout — v2 dropped the standalone markdown99 system-index and now renders the system, flow, funnel, and content maps into100 `GAME.md` (`## System Map [gen]` / `## Flow Map [gen]` / `## Funnel [gen]` /101 `## Content Map [gen]`); there is no automatic migration. Tell the user to bump102 `GD-IDS.yaml` to `version: 2` before re-running.103104**One-way boundary:** never read `.unikit/code/`, project source, or build artifacts.105Content crosses to code as a **contract** (the schema + descriptor), never as data —106the bulk values stay in the editor (`gd-principles` → One-Way Boundary).107108## Phase 1 — Context109110Gather the facts the content type must stay consistent with (read-only):111112- **Known facts** from `GD-IDS.yaml` — pillars (the content serves them), the113 `systems` (the `belongs_to` consuming system and any `ref<SYS>` targets), the114 `resources` / `tracks` already locked (a field may `ref<RES>` / reference a track),115 the `entities` / `formulas` a field may `ref<ENT>` / `ref<FORM>`, and the `terms`.116 These are constraints, not suggestions.117- **The consuming system's GDD** — read the `belongs_to` system's header and sections118 **A (Overview)**, **C (Detailed Design)**, and **G (Tuning Knobs)** so the schema119 serves a real consumer (the system that reads these units). A `belongs_to` aimed at120 a missing or deprecated system is a registry gap (route it through121 `unikit-gd-spec` add-system — Phase 4).122- **Recent `unikit-gd-verify` reports** for this content type, if any123 (`.unikit/gamedesign/reviews/`).124- **Explore research (internal design lens)** — if this type was seeded from a125 `unikit-gd-explore` brief, discover the research **deterministically** (survives a126 `/clear`): read the type's `GD-IDS` `content_types[].research:` pointer127 (authoritative), falling back to the `researches/INDEX.md` entry whose `Target:` is128 this `CT-<slug>`. Read that research's `RESEARCH_BRIEF.md` →129 **`## Content Feature Plan`** block and use its schema / scale / catalog **seeds**130 as the *starting drafts* — a **seeded** section is **drafted silently** in Generation131 (Phase 4) and confirmed in the group review (Phase 5); a seed is a draft, not an132 approved write. For a **revision** (Edit), the matching block is133 **`## Content Improvement Plan`**. These explore-seeded drafts are **untagged normal134 authored content**.135136## Phase 2 — Resolve Scale + Depth (no flags)137138Check `.unikit/gamedesign/content-types/CT-<slug>.md` and read the intent in the139prompt:1401411. **Does not exist** → **Create**: build the skeleton (Phase 3), then run the142 Decision-First flow — the **scale** is the first decision in Phase 4 (it shapes143 section C and how the units register).1442. **Exists** and the prompt describes a **change to the approved schema** (a field, a145 type, the scale, `belongs_to`, a `ref<>`: "add a rarity field", "retype condition",146 "switch to curated") → **Edit**: classify the scale of change and apply the delta147 (Revision below). Approved schema is changed **only** through this path.1483. **Exists with `[To be designed]` placeholders** and the intent is to continue /149 fill (or no change is described) → **Fill**: resume from the remaining placeholders.150 Approved text is **never overwritten** — only placeholders are filled. Skip the151 skeleton sub-step (Phase 3.1); still fork-scan and run Phases 4–5 over the152 placeholders.1534. **Exists, complete, no change described** → authoring is done; nothing to write.154 Offer review / verify (Handoff) and stop.155156If the type name is ambiguous (matches several entries, or none) → `AskUserQuestion`157listing candidates. Never guess the target. Print the candidates to the screen as plain158markdown first — the question mechanism carries the options and nothing else.159160> **Catalog churn is not an Edit here.** Adding, removing, or editing the individual161> content **units** — a `curated` row's field values, a `bulk` type's `count` — is162> **data, not a schema edit** (`gd-authoring` → Content delta). It does not bump the163> version and needs no changelog. Only a **schema** change (Phase 2 case 2) runs the164> Revision delta tail. For a `bulk` type the instance values never enter `GD-IDS` at165> all — they live in the editor.166167**Depth gate (Create / Fill only).** Once the mode is Create or Fill, present **one**168depth picker — the named tiers `core/standard/full`, each with what it adds, not bare169letters:170171```172AskUserQuestion: How deep should this pass go?173Options:1741. core (recommended) — the floor that gets the type to a solid, usable base: Overview,175 Schema (CT.fields), Scale & Generation.1762. standard — core + Relationships & Dependencies, Validation & Edge Cases.1773. full — every section, fully specified.178```179180The picked tier is the **ephemeral scope of this pass — NOT stored**181(`gd-authoring` / `gd-lifecycle`); the lasting fact is the inferred status at Phase 6.182**Edit** mode skips the depth gate entirely (it lies flat on the Revision flow).183184---185186## Load the Mode Body187188With the mode resolved (Phase 2) and the depth picked (Create / Fill only), load the189matching body on demand and follow it — do **not** keep both bodies in context. Create190/ Fill returns to **Phase 6** (Registry & State) below; Edit returns to **Handoff**.191192| Mode | Reference body |193|------|----------------|194| **Create / Fill** | `{{skills_dir}}/{{self_name}}/references/mode-author.md` — the Decision-First section-cycle: the A–F section map + core-set, Phase 3 (Skeleton + Fork-Scan), Phase 4 (Decision Interview + Generation, incl. the scale decision + the re-entry seam), Phase 5 (Group Review). |195| **Edit** | `{{skills_dir}}/{{self_name}}/references/mode-revise.md` — a **schema** change: classify the scale (Tuning / Tweak / Rework / Structural-redirect), apply it, then the mandatory delta tail (catalog churn is data — handled directly, not here). |196197## Phase 6 — Registry & State (write `content_types:` / `content:`, then re-render the map)198199After the sections are authored and accepted:2002011. **Write the `GD-IDS.yaml` `content_types[]` entry** (the type's machine truth — the202 content type registers itself): `id: CT-<slug>`, `name`, `status: active`, `scale`,203 `belongs_to` (the `SYS` id from section D), `doc_status`, `version`, `fields:` (the204 typed schema from section B — for a `bulk` type this is the SPEC each instance205 follows; for `curated` it is the schema each `content` row subsets), `research:`206 (the explore-research folder if seeded — a non-id path; owned here),207 `source: content-types/CT-<slug>.md`, `added`. Then write the **units**:208 - **bulk →** one `content[]` row with `kind: set`, `count`, `spec` (the descriptor209 only; the values stay in the editor).210 - **curated →** one `content[]` row per unit with `kind: instance` and211 `fields:` ⊆ `CT.fields` (each value valid by the schema's name + type).212213 Get approval before the write; existing values are never changed silently; every214 fact carries its `source` (`gd-principles` → Facts Registry).2152. **Register the facts this type introduces (`RES-` / `TRACK-` / `KNOB-`).** A field216 may reference a **resource** (`ref<RES>`), a **progression track**, or a global217 **tuning knob** that is not yet a registry fact. These are **facts, registered by218 the owning zone via a registry-check** — not a profile edit:219 - `RES-<slug>` → `GD-IDS.yaml` `resources` (a currency / consumable / material),220 - `TRACK-<slug>` → `tracks` (a season / battle-pass / mastery ladder),221 - `KNOB-<slug>` → `knobs` (a cross-system balance value; a per-system tuning value222 stays in that system's section G).223224 Before adding one, **registry-check**: if the fact already exists, reference it;225 never duplicate or renumber. Get approval for each new fact; each carries its226 `source`.2273. **Status (inferred — `gd-lifecycle`).** Set the type's status in the **two places228 that must agree** — the `CONTENT-TYPE.md` header `> Status:` token and the229 `GD-IDS.yaml` `doc_status`: `detailed` once the whole **core-set (A/B/C)** is230 authored; **held at `skeleton`** while a **core** section carries `<!-- deferred -->`231 (the soft floor guard; the WARN in Phase 4); `detailed · partial (n/m)` (rendered,232 inferred from the markers) when the core is complete but ≥1 **non-core** section is233 deferred. Set `version: 1` (header + `GD-IDS`). Write the initial changelog block to234 section F (`#### v1 — <date> — initial schema` with the `Fields: + <field> … (new)`235 line and `Affected (gd-verify): —`) — the single current block (K1).2364. **Regen-on-write — re-render the map (B1).** As the last step, re-render `GAME.md`'s237 `## Content Map [gen]` block from `GD-IDS` (the `RULES_INDEX` render model):238 replace **only** the content between `<!-- gen:content-map -->` /239 `<!-- /gen:content-map -->` — **never** touch the authored one-pager above, and240 **never** the `## System Map [gen]` / `## Flow Map [gen]` / `## Funnel [gen]` blocks241 (those are `unikit-gd-spec` / `unikit-gd-flow` renders).242 - **Content Map** — one row per `content_types[]` entry, grouped by `scale` (Bulk,243 Curated): `ID | Content Type | Scale | Status | Ver | Belongs (SYS) | Units | Doc`.244 `Status` mirrors `doc_status` (plus `deprecated` from the `status` field), with the245 **`· partial (n/m)` suffix** appended when the `CONTENT-TYPE.md` carries ≥1246 `<!-- deferred -->` (the canonical render format from `gd-lifecycle` — the same247 suffix verify and the System/Flow maps use); `Ver` is `—` until `skeleton`; `Units`248 is the registered `count` for a `bulk` type or the number of `curated` rows.249250---251252## Handoff & Next Steps253254Recommend the next steps (do not auto-invoke):255256- ✅ Verify consistency & impact — /unikit-gd-verify CT-<slug>257- 🔍 Qualitative review (fresh session) — /unikit-gd-review content-types/CT-<slug>.md258- 🗺️ Add the consuming/another system — /unikit-gd-spec (add-system)259260A review is most independent in a **fresh session** (the reviewer should not have261authored the doc). `unikit-gd-verify` is read-only — it checks the content type against262the registry and **prints** cross-axis staleness (a `belongs_to`/`ref<SYS>` system edit);263the `## Content Map [gen]` was already re-rendered on this skill's write (B1).264265## Final: Compact Report266267The terminal plaque (TIER A — `gd-principles` → Language: name leads, ids are268parenthetical copy-paste tags, status is a plain phrase):269270```271Content type: <name> (CT-<slug>)272Scale: <bulk | curated> Belongs to: <system name> (SYS-<slug>) · Depth: <core | standard | full> (create/fill)273Action: <create | fill | edit (tuning|tweak|rework) | catalog churn>274Doc: .unikit/gamedesign/content-types/CT-<slug>.md — <ready | ready, a couple of optional blocks left | skeleton, main blocks not filled yet>, vN275Registry: <F> fields; <U> units (<count> bulk | <n> curated); +<R> resources/tracks/knobs (GD-IDS.yaml)276Map: ## Content Map [gen] re-rendered277```278279No summary document, no report file.280281## Ownership Boundaries282283- **Owns:** the **full lifecycle** of `content-types/CT-<slug>.md` — creating the284 skeleton, filling placeholders, **and revising the approved schema** (Tuning / Tweak285 / Rework, with the version bump + changelog; the status stays `detailed`); the type's286 `GD-IDS.yaml` facts (`content_types[]` incl. `fields`, `scale`, `belongs_to`,287 `research:`; the `content[]` units; and the `resources` / `tracks` / `knobs` facts it288 registers) and its `doc_status` / `version`; the scale selection; and the289 **re-render** of the `## Content Map [gen]` block in `GAME.md` (the `[gen]` region290 only).291- **Not this skill:** systems → `unikit-gd-system`; flows → `unikit-gd-flow`; the292 system roster, the `GAME.md` one-pager content (pillars, win/lose intent,293 monetization stance) **and** its `## System Map [gen]` render → `unikit-gd-spec`;294 quality verdicts → `unikit-gd-review`; consistency & cross-axis impact →295 `unikit-gd-verify`.296- **Never:** write, fill, or edit without approval; overwrite approved schema outside297 the delta discipline; run the delta tail for catalog churn (data, not a schema edit);298 skip the version bump or changelog on a **schema** edit (unrecorded delta); change a299 `GD-IDS.yaml` value silently; delete or renumber an ID; write the `systems:` roster300 or the `GAME.md` one-pager content; touch the `## System Map [gen]` / `## Flow Map301 [gen]` / `## Funnel [gen]` blocks; read the code workspace or project source.302303## Quick Reference304305```306/unikit-gd-content CT-item → select scale + create skeleton + author A–F (if no doc yet)307/unikit-gd-content item → resolve to the CT-slug; same type308/unikit-gd-content CT-item → resume filling placeholders (partial doc)309/unikit-gd-content CT-item "add a rarity field" → Tweak: edit B Schema, one approval310/unikit-gd-content item "switch to curated" → Rework: scale flip (C + header + GD-IDS)311/unikit-gd-content CT-card "retype cost to enum" → Rework: type change + data migration312```