Generate a comprehensive Full Game Vision document capturing every mechanic, system, content layer, and feature across all lifecycle phases. Creates the master scope map that GDDs pull from.
This skill creates a Full Game Vision document — a comprehensive, high-level blueprint of the complete game. It captures every mechanic, system, content layer, progression element, and polish target the game could have at its most fully realized.
The vision document serves as the north star for all lifecycle phases. Each phase-specific GDD (Prototype, Vertical Slice, Production) scopes down from this vision rather than inventing scope on the fly.
| Field | Value |
|---|---|
| Assigned Agent | design-lead (orchestrator acts as design-lead in Phase 0) |
| Sprint Phase | Phase 0, Step 0.4 — after Design Bible and Reference Collection, before GDD |
| Directory Scope | docs/game-vision.md |
| Workflow Reference |
See docs/agent-team-workflow.md |
The Game Vision answers: "What is this game when it's done?"
It is NOT:
It IS:
Without a vision document, each GDD is created in isolation — the Prototype GDD invents prototype scope, and when it's time for Vertical Slice, you invent VS scope from scratch. This leads to:
With a vision document, each GDD is a scoping exercise — you already know the full game, and you're choosing what to prove at each phase.
Before running this skill, the following should exist:
docs/ideas/game-concepts.md (selected concept from Step 0.1)docs/design-bible.md (approved design pillars from Step 0.3)docs/art-direction.md, docs/audio-direction.md, docs/narrative-direction.mdRead the existing design documents to understand the foundation:
docs/design-bible.md for pillars, vision, tonedocs/ideas/game-concepts.md for the selected conceptSynthesize the key constraints:
Work through each section of the vision document with the user. For each section, present your initial ideas based on the design docs, then refine with the user.
IMPORTANT: This is a collaborative process. Don't just generate — propose and refine. Use AskUserQuestion for major branching decisions, and free-form Q&A for details.
Ask/confirm:
This is the largest section. For each category, brainstorm with the user:
Core Mechanics (the fundamental loop):
Secondary Mechanics (variety within the loop):
Meta Mechanics (between sessions):
Social Mechanics (optional):
For each mechanic identified, capture:
Ask/confirm:
Ask/confirm:
Ask/confirm:
Ask/confirm:
Ask/confirm:
The most important deliverable. Create a table mapping every identified feature/mechanic to its target lifecycle phase:
| Feature / Mechanic | Prototype | Vertical Slice | Production | Priority |
|-------------------|:---------:|:--------------:|:----------:|----------|
| [mechanic name] | X | | | Must-have |
| [mechanic name] | | X | | Should-have |
| [mechanic name] | | | X | Nice-to-have |
Rules for the scope map:
Write the complete vision document to docs/game-vision.md using this template:
# [Game Name] — Full Game Vision
**Version:** 1.0 | **Created:** [date] | **Design Bible:** docs/design-bible.md
---
## 1. Game Identity
**Elevator Pitch:** [1-2 sentences]
**Genre:** [genre/subgenre]
**Target Audience:** [who plays this and why]
**Session Structure:** [how long, how often, what context]
**Core Fantasy:** [the feeling the game delivers]
**Comparable Games:** [2-4 reference points with what aspect is similar]
**Core Emotional Arc:**
[Describe the emotional journey of a single session — e.g., "calm start → rising tension → flow state → crisis → triumph or death → immediate urge to retry"]
---
## 2. Mechanics Catalog
### Core Mechanics (The Loop)
| Mechanic | Description | Phase | Priority |
|----------|-------------|-------|----------|
| [name] | [what it does and why it matters] | [P/VS/Prod] | [Must/Should/Nice] |
### Secondary Mechanics (Variety)
| Mechanic | Description | Phase | Priority |
|----------|-------------|-------|----------|
| [name] | [what it does and why it matters] | [P/VS/Prod] | [Must/Should/Nice] |
### Meta Mechanics (Between Sessions)
| Mechanic | Description | Phase | Priority |
|----------|-------------|-------|----------|
| [name] | [what it does and why it matters] | [P/VS/Prod] | [Must/Should/Nice] |
### Social Mechanics
| Mechanic | Description | Phase | Priority |
|----------|-------------|-------|----------|
| [name] | [what it does and why it matters] | [P/VS/Prod] | [Must/Should/Nice] |
---
## 3. Content Vision
### Environments & Themes
[Describe all planned environments, visual themes, and how they vary]
### Entities & Characters
[Player variations, enemy types, NPCs, bosses — everything that lives in the game]
### Collectibles & Items
[Types, purposes, variety across the game]
### Narrative Elements
[Story, lore, dialogue — or "None (pure mechanics)" if applicable]
### Audio Layers
[Music themes per context, SFX categories, voice if applicable]
---
## 4. Progression & Economy
### Within-Session Progression
[How a single session escalates — difficulty, new elements, pacing]
### Between-Session Progression
[Unlocks, mastery systems, persistent state — or "None (pure skill)" if applicable]
### Economy
[Currencies, earn rates, costs — or "None" if no economy]
### Difficulty Model
[How the game gets harder — fixed curve, adaptive, player-chosen, etc.]
---
## 5. Game Modes
### Primary Mode
[The default experience — what you play when you launch the game]
### Secondary Modes
[Variants, challenges, special rules — or "None planned"]
### Time-Limited Content
[Daily challenges, events, seasons — or "None planned"]
---
## 6. Polish & Feel Targets
### Visual Effects
[Particles, screen shake, transitions, feedback effects]
### Animation
[Sprite animation quality, UI animation, cutscenes]
### Audio Design
[Adaptive music, spatial audio, layered SFX, feedback sounds]
### UI/UX Quality Bar
[Menu flow, responsiveness, accessibility, platform conventions]
---
## 7. Platform & Distribution
**Target Platforms:** [list]
**Control Schemes:** [per platform]
**Accessibility:** [colorblind, remapping, difficulty options, etc.]
**Monetization:** [model]
**Release Strategy:** [early access, full launch, post-launch plan]
---
## 8. Scope Map
| Feature / Mechanic | Prototype | Vertical Slice | Production | Priority | Dependencies |
|-------------------|:---------:|:--------------:|:----------:|----------|-------------|
| [each row maps a feature to its lifecycle phase] |
### Phase Summaries
**Prototype Scope:** [N] features — proves [what]
**Vertical Slice Scope:** [N] features — demonstrates [what]
**Production Scope:** [N] features — completes [what]
---
## 9. Open Questions
[List any unresolved design questions that will be answered during development]
---
## 10. Revision History
| Version | Date | Changes |
|---------|------|---------|
| 1.0 | [date] | Initial vision document |
The Game Vision is a living document. It should be updated at each lifecycle gate:
When updating, add a revision history entry and adjust the Scope Map columns.
Before presenting to user for approval:
/game-vision-generator