gds-create-gdd

Create a structured Game Design Document from briefs and research.

1|Updated Aug 3, 2025
One-click install
npx skills add https://github.com/MazenMrad/Obsidio --skill gds-create-gdd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gds-create-gdd
Source: https://github.com/MazenMrad/Obsidio/tree/main/.cursor/skills/gds-create-gdd
Command: npx skills add https://github.com/MazenMrad/Obsidio --skill gds-create-gdd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

GDS creation often suffers from scattered notes, inconsistent structure, and unclear project scope. This skill provides a guided, collaborative workflow to turn briefs, research, and brainstorming into a structured Game Design Document.

Core Features & Use Cases

  • Guided, frontmatter-driven 14-step workflow that tracks progress and decisions.
  • Smart input discovery that aggregates game briefs, research, brainstorming, and existing project docs (brownfield) to seed the GDD.
  • Step-by-step elicitation and validation against a loaded game-type guide, with A/P/C collaboration menus to refine concepts.
  • Automatic generation of type-specific sections (Executive Summary, Pillars, Core Gameplay, Mechanics, Progression, Epics, Metrics) that align with the chosen game type.
  • Collaboration-friendly workflow suitable for designers, PMs, and developers; handles brownfield and greenfield projects.

Use Case Examples:

  • A design team starting from a vague concept can produce a full GDD by working through the steps with user input.
  • A project adding new features can anchor them into the existing GDD via the step-by-step process.

Quick Start

Initiate the GDD workflow by loading existing briefs and proceeding to Step 2.

Frequently Asked Questions about gds-create-gdd

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a structured game design document from scattered brainstorming notes and briefs?

Creating a structured game design document from scattered notes is achieved by aggregating briefs, research, and brainstorming into a guided workflow. The process seeds an executive summary and builds out type-specific sections like core gameplay and progression.

What is the best way to structure a game design document for a specific game type?

Structuring a game design document for a specific game type involves classifying the game using a provided CSV, loading the corresponding guide, and validating concepts step-by-step. This generates tailored sections for mechanics, epics, and metrics.

Can I use a guided GDD workflow to add new features to an existing game project?

Yes, you can use a guided GDD workflow to add features to an existing game project. The process handles brownfield projects by anchoring new concepts into the existing document structure through a step-by-step progression.

How does step-by-step elicitation work when planning game design mechanics and progression?

Step-by-step elicitation for planning game mechanics requires explicit user input to advance through each stage. It uses collaboration menus to refine concepts and validates decisions against a loaded game-type guide.

Do I need prior documentation to start the game design document creation workflow?

You do not need prior documentation to start game design document creation, as the workflow supports greenfield projects from a vague concept. It uses smart input discovery to aggregate any available briefs or brainstorming materials to seed the GDD.

What are the limitations of using a frontmatter-driven workflow for game design planning?

A limitation of frontmatter-driven game design planning is that it requires explicit user input to advance through each of the 14 steps, preventing fully automated generation. Progress and decisions are strictly tracked within the structured frontmatter.