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.
When this skill is invoked:
A system name argument is required. If missing, fail with:
"Usage:
/design-system <system-name>— e.g.,/design-system combat-systemRun/map-systemsfirst to create the systems index, then use this skill to write individual system GDDs."
Normalize the system name to kebab-case for the filename (e.g., "combat system"
becomes combat-system).
Read all relevant context before asking the user anything. This is the skill's primary advantage over ad-hoc design — it arrives informed.
design/gdd/game-concept.md — fail if missing:
"No game concept found. Run
/brainstormfirst."
design/gdd/systems-index.md — fail if missing:
"No systems index found. Run
/map-systemsfirst to map your systems."
"[system-name] is not in the systems index. Would you like to add it, or design it as an off-index system?"
From the systems index, identify:
For each dependency GDD that exists, extract and hold in context:
design/gdd/game-pillars.md if it existsdesign/gdd/[system-name].md if it exists (resume, don't
restart from scratch)design/gdd/*.md and read any that are thematically related
(e.g., if designing "status-effects", also read "combat-system" even if it's not
a direct dependency)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]
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."
Use AskUserQuestion:
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 .Qwencode/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, update production/session-state/active.md with:
Walk through each section in order. For each section, follow this 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
AskUserQuestion for 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 AskUserQuestion to 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.
After writing each section, update production/session-state/active.md with the
completed section name.
Each section has unique design considerations and may benefit from specialist agents:
Goal: One paragraph a stranger could read and understand.
Questions to ask:
Cross-reference: Check that the description aligns with how the systems index describes it. Flag discrepancies.
Goal: The emotional target — what the player should feel.
Questions to ask:
Cross-reference: Must align with the game pillars. If the system serves a pillar, quote the relevant pillar text.
Goal: Unambiguous specification a programmer could implement without questions.
This is usually the largest section. Break it into sub-sections:
Questions to ask:
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 the dependency says "damage is calculated as X" and this system expects something different, flag the conflict.
Goal: Every mathematical formula, with variables defined, ranges specified, and edge cases noted.
Questions to ask:
Agent delegation: For formula-heavy systems (combat, economy, progression),
delegate to systems-designer via the Task tool. Provide:
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.
Goal: Explicitly handle unusual situations so they don't become bugs.
Questions to ask:
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 combat says "damage cannot go below 1" but this system can reduce damage to 0, that's a conflict to resolve.
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:
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.
Goal: Every designer-adjustable value, with safe ranges and extreme behaviors.
Questions to ask:
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.
Goal: Testable conditions that prove the system works as designed.
Questions to ask:
Cross-reference: Include criteria that verify cross-system interactions work, not just this system in isolation.
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:
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.
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.
After all sections are written:
Read back the complete GDD from file (not from conversation memory — the file is the source of truth). Verify:
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:
/design-review now to validate the GDD?"
If yes, invoke the design-review skill on the completed file.
After the GDD is complete (and optionally reviewed):
design/gdd/[system-name].mdAsk: "May I update the systems index at design/gdd/systems-index.md?"
Update production/session-state/active.md with:
Use AskUserQuestion:
/gate-check" — if enough MVP systems are designedThis 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:
AskUserQuestionIf the session is interrupted (compaction, crash, new session):
production/session-state/active.md — it records the current system and
which sections are completedesign/gdd/[system-name].md — sections with real content are done;
sections with [To be designed] still need workThis is why incremental writing matters: every approved section survives any disruption.
This skill follows the collaborative design principle at every step:
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).