quick-design

Generate lightweight design specifications for small game changes with acceptance criteria.

72|7|Updated Apr 29, 2026
One-click install
npx skills add https://github.com/striderZA/OpenCodeGameStudios --skill quick-design-striderza
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: quick-design
Source: https://github.com/striderZA/OpenCodeGameStudios/tree/main/.opencode/skills/quick-design
Command: npx skills add https://github.com/striderZA/OpenCodeGameStudios --skill quick-design-striderza

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) and references (resource) components.

What problem does it solve?

The quick-design skill prevents small gameplay changes from stalling behind heavyweight full GDD authoring by producing a lightweight, implementation-ready rationale and spec artifact.

Core Features & Use Cases

  • Change classification for Tuning, Tweak, Addition, or New Small System to keep scope appropriate and avoid runaway work.
  • Context scanning across relevant GDDs and prior quick specs to reduce contradictions and ensure the spec targets the right subsystem.
  • Spec generation and filing of a Quick Design Spec into the expected design/quick-specs output path, including acceptance criteria and (when needed) an explicit prompt for GDD updates.

Quick Start

Tell the skill the exact change you want to make and confirm its category so it can draft and file a Quick Design Spec for implementation.

Frequently Asked Questions about quick-design

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

FAQPage Schema
How do I write a design spec for small game changes without a full GDD?

To write a design spec for small game changes without a full GDD, you can generate a lightweight quick spec that includes acceptance criteria and approval-gated update instructions. This prevents small tweaks from stalling behind heavyweight documentation.

How do I classify game design changes for tuning and tweaks?

You can classify game design changes into Tuning, Tweak, Addition, or New Small System categories to keep scope appropriate. This classification prevents runaway work by ensuring the spec targets the correct subsystem level.

When do I need a quick spec instead of updating the GDD directly?

You need a quick spec when handling tuning adjustments or small additions that are too meaningful for chat-only decisions but too small for full GDD authoring. It provides an implementation-ready rationale without heavyweight overhead.

How do I check existing GDD context before drafting a balance tuning spec?

You check existing GDD context by scanning relevant GDDs and prior quick specs before drafting a balance tuning spec. This context scanning reduces contradictions and ensures your changes target the right subsystem.

How do I generate acceptance criteria for small gameplay behavior changes?

You generate acceptance criteria for small gameplay behavior changes by drafting a quick design spec that defines the expected outcomes. The spec is filed into the design quick-specs output path for implementation tracking.

What is the best way to document a new small system with limited scope?

The best way to document a new small system with limited scope is producing a lightweight quick spec with acceptance criteria. This approach includes optional explicit prompts for GDD updates when the system eventually requires broader integration.