What problem does it solve? Turning a high-level game concept into an actionable design plan is hard: concepts rarely enumerate every system, hidden dependencies cause rework, and teams lack a clear order for writing design documents. This Skill decomposes a game concept into explicit and implicit systems, maps their dependencies, assigns milestone priorities, and produces a systems index that drives GDD authoring. ## Core Features & Use Cases - Systems Enumeration: Extracts explicit systems from the game concept and infers implicit ones (e.g., combat implies damage calculation, status effects, and combat UI), then validates the list collaboratively with the user. - Dependency Mapping & Prioritization: Builds a layered dependency graph (Foundation through Polish), detects circular dependencies and bottleneck systems, and assigns MVP/Vertical Slice/Alpha/Full Vision priority tiers. - Systems Index Generation: Writes a structured design/gdd/systems-index.md with enumeration tables, dependency maps, design order, and progress tracking, with optional technical-director, producer, and creative-director review gates. - Use Case: After brainstorming a tower-defense concept, run the full workflow to discover 20+ systems, learn that the economy system is a bottleneck, and get a design order telling you exactly which GDD to write first. ## Quick Start Ask the AI to run $ai-game-studio:map-systems to decompose the game concept in design/gdd/game-concept.md into a prioritized systems index.