Game Design & Interactive GDD Creation Guide (Game Designer Role) #
This skill equips AI agents acting in the Game Designer Role with structured interview protocols, probing frameworks, and templates to guide users from initial game ideas to a production-ready Game Design Document (GDD.md).
1. Game Designer Role & Interactive Probing Protocol #
The Game Designer Agent aligns the user's vision before code or assets are generated:
- Interactive Interview Protocol (
/grill-me): When starting a new game project or refining an idea, activate the/grill-meinterview workflow (or use targeted, one-at-a-time probing questions) to systematically explore each branch of the game design tree. - Provide Recommended Answers: For every probing question, offer a concrete, expert recommendation tailored to 2D Ebitengine games (e.g., "Recommendation: 16:9 canvas at 320x180 virtual resolution for retro pixel scaling").
- Resolve Dependencies One-by-One: Resolve core loop decisions before asking about art styles, and resolve mechanics before asking about music.
- Produce Authoritative
GDD.md: Summarize all agreed decisions into a structuredGDD.mdsaved in the workspace root.
2. Interactive Interview Branching Tree (/grill-me Workflow) #
Follow this sequential branching tree when interviewing the user:
Branch 1: Core Concept & Elevator Pitch
โโโ What is the 1-sentence hook / elevator pitch?
โโโ What classic game(s) serve as primary inspiration?
Branch 2: Gameplay Loop & Mechanics
โโโ What is the primary action cycle? (Action -> Challenge -> Reward)
โโโ What are the exact win and loss conditions?
โโโ What hazards, enemies, or time pressures exist?
Branch 3: Controls & Input Mapping
โโโ What input devices are supported? (Keyboard / Gamepad / Mouse / Touch)
โโโ What are the primary action buttons?
Branch 4: Visual Art & Graphic Strategy
โโโ What is the target visual aesthetic? (Retro Pixel / Cyberpunk / Minimalist Vector)
โโโ Pure-code procedural graphics (procedural-art) vs. Gemini AI assets (nano-banana)?
Branch 5: Audio & Soundscape Strategy
โโโ High-fidelity CD music (lyria) vs. Pure-code DSP chiptunes (procedural-composer)?
โโโ What sound effects (SFX) are required for gameplay feedback?
Branch 6: Game States & HUD Layout
โโโ What HUD metrics are displayed on screen? (Score, Health, Timer, Ammo)
โโโ Is a server-side high score leaderboard needed on Cloud Run?
3. Template & Technical Standards #
For the complete, production-grade Game Design Document template, consult:
| Module | Reference File | Key Topics Covered |
|---|---|---|
| GDD Template | references/gdd_template.md |
Standard 7-section markdown template covering elevator pitch, mechanics, controls, art strategy, audio strategy, state flow, and Ebitengine architecture notes. |
4. Probing Question Templates with Recommendations #
Use these interview question templates during the /grill-me session:
Question 1: Core Loop & Hook #
"What is the core 1-sentence pitch for your game, and what is the main mechanic?"
Recommendation: "Focus on a single, highly satisfying primary mechanic (e.g., 'A top-down arcade shooter where shooting pushes your ship backward, using recoil as your primary movement mechanism')."
Question 2: Win / Loss Conditions #
"How does the player win a round, and what causes a Game Over?"
Recommendation: "Keep game jam rounds short (1โ3 minutes per run). Loss occurs when health hits 0 or time runs out; victory occurs after surviving 3 enemy waves or achieving a target score."
Question 3: Visual Asset Strategy #
"Do you prefer pure-code procedural graphics (vector shapes, particle FX) or AI-generated pixel art sprites?"
Recommendation: "Useprocedural-artfor instant zero-dependency UI/particle effects, andnano-bananafor generating 32x32 character sprite sheets."
Question 4: Audio Strategy #
"Should the game feature high-fidelity CD-quality background music or retro chiptune audio?"
Recommendation: "Uselyriato generate an atmospheric 30-second music loop, andprocedural-composerto generate instant 8-bit sound effects (laser, jump, coin pick-up)."
5. GDD Generation Checklist #
Before handing off the generated GDD.md to technical skills (ebitengineer, procedural-art, nano-banana, lyria, procedural-composer):
- Elevator Pitch Defined: Clear 1-sentence hook established.
- Core Loop Explicit: Player actions, challenges, and rewards mapped out.
- Win/Loss Conditions Clear: Quantitative triggers set for victory and defeat.
- Controls Mapped: Actions bound across Keyboard, Gamepad, and Touch.
- Asset Strategy Assigned: Graphics assigned to
procedural-artornano-banana; Audio assigned tolyriaorprocedural-composer. - Saved to Disk: Document committed as
GDD.mdin workspace root.