What problem does it solve? Writing a Game Design Document that is precise, measurable, and usable by downstream architecture and production teams is hard; this Skill coaches a designer through discovery, drafting, and validation so the GDD becomes the canonical source of design intent. ## Core Features & Use Cases - Three intent modes: Create a new GDD from conversation, Update an existing GDD against a change signal, or Validate a GDD against a structured checklist with an HTML/Markdown report. - Genre-aware scaffolding: Matches the pitch against a game-type taxonomy and genre-complexity ratings, then loads genre guides (RPG, roguelike, fighting, platformer, etc.) to enforce required conventions. - Traceability discipline: Enforces the Vision → Pillars → Core Loop → Mechanics → Epics chain, measurable mechanics, and no engine-implementation leakage. - Use Case: A solo designer with a roguelike concept runs the skill, confirms the game type, walks pillars and run structure section by section, and receives gdd.md, epics.md, and a decision log ready for the architecture phase. ## Quick Start Ask the assistant to help you create a GDD for your game idea and answer the discovery questions it poses.