quick-design

Classify small gameplay changes and draft Quick Design Specs.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill quick-design-xganqaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: quick-design
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill quick-design-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents small but important gameplay or balance changes from turning into messy, undocumented work by forcing a lightweight, consistent design rationale instead of requiring a full GDD every time.

Core Features & Use Cases

  • Change classification: Determines whether the request is Tuning, Tweak, Addition, or a New Small System so the output matches the change size and risk.
  • Context scanning: Locates the most relevant GDD sections, checks prior quick specs to avoid contradictions, and (for tuning) identifies the data file where values live.
  • Quick spec drafting + safe approval flow: Produces a Quick Design Spec and asks before writing or modifying GDD content, ensuring changes remain low-risk and well-scoped.
  • Story-ready handoff: Files the result under design/quick-specs and prepares it for later validation before implementation.

Quick Start

Run the quick-design skill and describe your intended small change in one sentence so it can classify it, scan the relevant GDD context, and draft a Quick Design Spec ready to file.

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 gameplay changes without full GDD overhead?

To write a design spec for small gameplay changes without full GDD overhead, use a lightweight classification approach that categorizes the change as tuning, tweak, addition, or new small system, then drafts a quick spec that embeds directly into story files.

When do I need a quick design spec instead of a full game design document?

You need a quick design spec instead of a full game design document when implementing small gameplay additions, balance tuning, or tweaks that fit a short implementation scope and do not carry enough risk to warrant full GDD documentation overhead.

How do I document balance tuning changes and ensure they do not contradict prior design specs?

To document balance tuning changes and avoid contradictions with prior design specs, run a context scan that locates relevant GDD sections, checks existing quick specs, identifies the data file where values live, and drafts a safe approval flow before writing.

Can I update the main game design document when drafting a quick spec for a small system?

Yes, you can update the main game design document when drafting a quick spec for a small system, but the workflow uses a guarded approval flow that explicitly asks for permission before writing or modifying any GDD content to keep changes low-risk.

What is the best way to hand off small gameplay design rationale to developers?

The best way to hand off small gameplay design rationale to developers is to file the finalized quick spec under a dedicated design directory, preparing the lightweight document for later validation before implementation begins.

Does this quick spec workflow work for large new game systems?

No, this quick spec workflow does not work for large new game systems because it is explicitly built for small additions and balance tweaks that fit a short implementation scope, intentionally preventing messy undocumented work without requiring full GDD overhead.