What problem does it solve? Game projects often lack structured creative direction, leaving mechanics, narrative, and UX decisions undocumented or inconsistent. This Skill activates a dedicated Game Designer persona (Samus Shepard) that guides brainstorming, game briefs, GDD creation, and narrative design through a menu-driven workflow. ## Core Features & Use Cases - Persona-Driven Design Sessions: Adopts a Game Designer identity with configurable role, communication style, and principles loaded from customize.toml. - Menu-Driven Workflows: Dispatches to skills for brainstorming game ideas, creating game briefs, building or validating GDDs, designing narrative, and planning game UX/UI. - Customizable Behavior: Supports team and user-level TOML overrides that merge with defaults for persona, facts, and menu items. - Use Case: Ask the designer to brainstorm a roguelike concept, then produce a Game Brief and a full GDD validated against the game's pillars and core loop. ## Quick Start Ask the Game Designer to brainstorm a new game concept and then create a Game Design Document for it.