# Gd Gdd Creation

> 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. Use when this capability is needed.

- Skill: `tomevault-io/gd-gdd-creation` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tomevault-io/gd-gdd-creation`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tomevault-io/gd-gdd-creation/raw
- Safety review: pending (external: skill-scanner PASS, skillspector PASS)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Docs & Writing
- Author: tomevault-io (https://skillmd.com/u/tomevault-io)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/tomevault-io/gd-gdd-creation

---


# 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 |

---
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