What problem does it solve? Game teams often produce vague, pitch-deck-style design documents that fail downstream: mechanics without numbers, pillars that don't steer decisions, and genre conventions discovered as emergencies during production. This Skill coaches a designer through producing a dense, measurable, traceable Game Design Document that architecture, epic planning, and playtesting can actually build on. ## Core Features & Use Cases - Three intent modes: Create a new GDD through facilitated discovery, Update an existing GDD against a change signal with conflict detection, or Validate a GDD against a structured checklist with a rendered HTML/Markdown report. - Genre-aware scaffolding: Matches the game pitch against a game-type taxonomy (RPG, roguelike, fighting, MOBA, platformer, and more) and injects the matched genre guide's required subsections into the GDD template. - Traceability discipline: Enforces the chain Vision → Pillars → Core Loop → Mechanics → Epics, pushes every mechanic to concrete numbers, and keeps engine-implementation details out of the design document. - Use Case: A solo developer with a roguelike idea runs the skill, confirms the matched 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 Game Design Document for your game idea and answer its discovery questions about pillars, core loop, and mechanics.