| name | production-gdd-generator |
| description | Generate comprehensive Game Design Documents for full production games. Use this when transitioning from prototype to full game, or when planning a complete game from scratch. |
| domain | design |
| type | generator |
| version | 1.0.0 |
| allowed-tools | ["Read","Write"] |
Production GDD Generator Skill
This skill generates comprehensive Game Design Documents for full production games, covering all systems, content, progression, monetization, and long-term design vision.
When to Use This Skill
Invoke this skill when the user:
- Says "create a full GDD" or "write a production game design document"
- Asks "how do I document the full game?"
- Transitioning from validated prototype to full production
- Planning a complete game from scratch (not just a prototype)
- Needs documentation for a team or publisher
- Says "expand prototype GDD to full game design"
Core Principle
Production GDDs are comprehensive blueprints:
- ✅ Cover ALL game systems in detail
- ✅ Define complete content scope (not just MVP)
- ✅ Include progression, economy, monetization
- ✅ Document design vision and pillars
- ✅ Serve as reference for entire team
- ✅ Living document updated throughout production
Difference from Prototype GDD
| Aspect | Prototype GDD | Production GDD |
|---|
| Purpose | Test core questions | Document complete game |
| Scope | Minimum viable features | All planned features |
| Timeline | Days to weeks | Months to years |
| Detail Level | High-level mechanics | Detailed specifications |
| Audience | Solo dev or small team | Full team + stakeholders |
| Systems | 1-3 core systems | All game systems |
| Content | Placeholder/minimal | Complete content plan |
| Polish | Not required | Quality bar defined |
| Monetization | Not covered | Fully documented |
| Meta-progression | Often excluded | Fully designed |
Production GDD Structure
# [GAME TITLE] - Game Design Document
**Version:** [X.Y.Z]
**Status:** [In Production / Pre-Production / Planning]
**Lead Designer:** [Name]
**Team Size:** [Number]
**Target Platforms:** [Platforms]
**Target Release:** [Quarter Year]
**Last Updated:** [Date]
---
## EXECUTIVE SUMMARY
### Vision Statement
[1 paragraph: What is this game and why does it exist?]
### Elevator Pitch
[2-3 sentences: Genre + core mechanic + unique hook]
### Target Audience
[Who is this for? Demographics, psychographics, player motivations]
### Unique Selling Points (USPs)
1. [USP 1]: [Why this matters to players]
2. [USP 2]: [Why this matters to players]
3. [USP 3]: [Why this matters to players]
### Core Pillars
**[Pillar 1 Name]**
[3-5 sentences explaining pillar and how it manifests in game]
**[Pillar 2 Name]**
[Same format]
**[Pillar 3 Name]**
[Same format]
---
## 1. CORE GAMEPLAY
### Core Loop
[Detailed breakdown of minute-to-minute, session-to-session, and long-term loops]
**Minute-to-Minute Loop:**
- [Player action]
- [System response]
- [Feedback]
- [Decision point]
→ Repeat
**Session-to-Session Loop:**
- [Start session with goal]
- [Make progress on goal]
- [Unlock/earn something]
- [Plan next session]
→ Return tomorrow
**Long-Term Loop:**
- [Weeks 1-2: Early game experience]
- [Weeks 3-4: Mid-game experience]
- [Months 2+: End-game experience]
→ Mastery and retention
### Primary Mechanics
[Detailed documentation of each core mechanic]
#### [Mechanic 1 Name]
**Description:** [What is it?]
**Player Input:** [How player interacts]
**System Response:** [What game does]
**Feedback:** [Visual/audio/haptic feedback]
**Depth:** [How mechanic creates mastery]
**Example:** [Concrete example of mechanic in action]
#### [Mechanic 2 Name]
[Same format]
### Secondary Mechanics
[Brief documentation of supporting mechanics]
---
## 2. GAME SYSTEMS
[Document each major system in detail]
### [System 1 Name] (e.g., Combat System)
**Purpose:** [Why this system exists, what player fantasy it fulfills]
**Core Components:**
- [Component 1]: [Description]
- [Component 2]: [Description]
**Player Interactions:**
- [How player uses this system]
**Progression:**
- [How this system evolves over game]
**Balance Levers:**
- [Variable 1]: [How it affects balance]
- [Variable 2]: [How it affects balance]
**Edge Cases:**
- [Edge case 1]: [How system handles it]
**Visual Design:**
- [UI mockups, screen layouts, feedback design]
**Technical Requirements:**
- [Special tech needed, performance considerations]
### [System 2 Name] (e.g., Progression System)
[Same format for all major systems]
---
## 3. PROGRESSION & ECONOMY
### Player Progression
**Level Curve:**
- Total levels: [Number]
- XP curve: [Formula or table]
- Level-up rewards: [What players get each level]
**Skill Tree / Upgrade Paths:**
[Detailed breakdown of upgrade trees, branching paths, synergies]
**Unlock Sequence:**
[Order in which content/features unlock, with justification]
### Economy Design
**Currencies:**
1. **[Currency 1 Name]** (e.g., Gold)
- Earn rate: [Amount per hour at different progression points]
- Sinks: [What players spend on]
- Sources: [How players earn]
- Soft cap: [Maximum useful amount]
2. **[Currency 2 Name]** (e.g., Premium Gems)
- [Same format]
**Resource Flow:**
[Diagram or description of how resources flow through economy]
**Monetization Integration:**
[How F2P/premium currency connects to progression]
---
## 4. CONTENT SCOPE
### Content Breakdown
**Total Content Volume:**
- Levels/Maps: [Number]
- Enemy Types: [Number]
- Player Abilities/Weapons: [Number]
- Boss Fights: [Number]
- Narrative Beats: [Number]
- Cinematics: [Number]
### Content Production Plan
#### [Content Type 1] (e.g., Levels)
**Total:** [Number]
**Themes:** [List themes/biomes]
**Production Time:** [Hours per asset]
**Dependencies:** [What's needed before starting]
**Quality Bar:** [Example reference or description]
#### [Content Type 2] (e.g., Enemies)
[Same format]
### Content Roadmap
- **Months 1-3:** [What content is created]
- **Months 4-6:** [What content is created]
- **Months 7-9:** [What content is created]
- **Launch Content:** [What ships at 1.0]
- **Post-Launch Content:** [What comes in updates]
---
## 5. PLAYER EXPERIENCE
### First-Time User Experience (FTUE)
**Onboarding Goals:**
1. [Goal 1]: [Teach X in Y time]
2. [Goal 2]: [Teach X in Y time]
**Tutorial Flow:**
- **Step 1:** [What player does, what they learn]
- **Step 2:** [Same]
- **Step 3:** [Same]
**Pacing:**
- First 5 minutes: [Experience]
- First 30 minutes: [Experience]
- First 2 hours: [Experience]
### Difficulty Curve
**Difficulty Philosophy:** [How game challenges players]
**Progression:**
- Early Game (Hours 0-2): [Difficulty level, teaching vs challenging]
- Mid Game (Hours 2-10): [Difficulty level]
- End Game (Hours 10+): [Difficulty level]
**Difficulty Options:**
- [Mode 1]: [Description, target audience]
- [Mode 2]: [Description]
### Session Design
**Session Length:** [Target minutes per session]
**Session Goals:** [What player should accomplish per session]
**Stopping Points:** [Natural places to pause]
**Return Hooks:** [Why player comes back tomorrow]
---
## 6. NARRATIVE & WORLD
### Story Overview
[High-level narrative arc]
### World Design
**Setting:** [Where/when game takes place]
**Factions:** [Major groups, conflicts]
**Lore:** [Background worldbuilding]
### Characters
[Key characters, motivations, arcs]
### Narrative Integration
[How story integrates with gameplay, not just cutscenes]
---
## 7. ART & AUDIO DIRECTION
### Visual Style
**Art Direction:** [Description, reference images]
**Color Palette:** [Primary colors, mood]
**UI/UX Style:** [Interface design philosophy]
### Audio Direction
**Music Style:** [Genre, mood, reference tracks]
**SFX Approach:** [Realistic vs stylized, reference games]
**Voice Acting:** [Scope, style, languages]
---
## 8. TECHNICAL DESIGN
### Technical Requirements
**Engine:** [Engine and version]
**Target Platforms:** [Platforms with technical constraints]
**Performance Targets:** [FPS, load times, memory]
### Architecture
**Core Systems:** [High-level technical architecture]
**Networking:** [If multiplayer, network architecture]
**Save System:** [What's saved, how, cloud sync?]
### Tools & Pipeline
**Required Tools:** [What team needs to build/edit content]
**Asset Pipeline:** [How assets go from creation to game]
---
## 9. MONETIZATION & LIVE OPS
### Monetization Model
**Primary Model:** [Premium / F2P / Subscription / Ads]
**Revenue Streams:** [How game makes money]
**IAP Structure** (if applicable):
- [IAP 1]: [Price, contents, value proposition]
- [IAP 2]: [Same]
**Battle Pass** (if applicable):
[Structure, seasons, rewards]
### Live Operations
**Update Cadence:** [Frequency of updates]
**Content Drops:** [What new content, how often]
**Events:** [Seasonal events, limited-time modes]
**Community Management:** [How you engage players]
---
## 10. PRODUCTION PLAN
### Development Phases
**Pre-Production** (Months 1-2):
- [Milestone 1]
- [Milestone 2]
**Vertical Slice** (Months 3-4):
- [Features included in vertical slice]
**Production** (Months 5-12):
- [Major milestones with dates]
**Alpha** (Month X):
- [Feature complete, internal testing]
**Beta** (Month Y):
- [Content complete, external testing]
**Release** (Month Z):
- [Launch]
### Team Structure
**Required Roles:**
- [Role 1]: [Responsibilities, headcount]
- [Role 2]: [Responsibilities, headcount]
### Risk Assessment
**Major Risks:**
1. [Risk]: [Likelihood, impact, mitigation]
2. [Risk]: [Same]
---
## 11. SUCCESS METRICS
### Key Performance Indicators (KPIs)
**Engagement Metrics:**
- DAU/MAU target: [Number]
- Session length target: [Minutes]
- Retention D1/D7/D30: [Percentages]
**Monetization Metrics:**
- ARPU target: [Amount]
- Conversion rate: [Percentage]
- LTV target: [Amount]
**Quality Metrics:**
- Metacritic target: [Score]
- Player satisfaction: [Survey score]
- Bug rate: [Bugs per 1000 players]
### Post-Launch Support Plan
**Year 1 Roadmap:** [Major updates planned]
**Long-Term Vision:** [Where game goes in years 2-3]
---
## APPENDICES
### Appendix A: Detailed Feature Specifications
[Link to individual feature spec documents]
### Appendix B: Balance Spreadsheets
[Link to external balance documents]
### Appendix C: Narrative Bible
[Link to narrative documentation]
### Appendix D: Art Bible
[Link to art style guide]
### Appendix E: Technical Design Documents
[Link to technical specs]
---
**END OF GAME DESIGN DOCUMENT**
This document is a living reference. Update regularly as design evolves.
Interactive Questioning Workflow
Phase 1: Vision & Scope
Ask about:
- Game vision and design pillars
- Target audience and platforms
- Production timeline and team size
- Monetization model
- Competitive landscape
Phase 2: Core Systems
Ask about:
- All major game systems (combat, progression, economy)
- How systems interact
- Depth and mastery elements
- Balance philosophy
Phase 3: Content & Progression
Ask about:
- Total content scope (levels, enemies, abilities)
- Progression curve (hours to complete)
- Difficulty curve
- Content production plan
Phase 4: Production & Business
Ask about:
- Development phases and milestones
- Team structure and roles
- Monetization integration
- Live ops plans (if applicable)
- Success metrics
Output File Naming
Save to: docs/[game-name]-production-gdd.md
Versioning:
- Use semantic versioning (e.g., v1.0.0, v1.1.0)
- Update version in document header
- Keep changelog of major revisions
Important Guidelines
Comprehensive but Focused
- Cover all systems, but prioritize detail on core systems
- Link to external docs for deep dives (balance sheets, narrative bible)
- Keep main GDD readable (not a 200-page document)
Living Document
- Update as design evolves
- Version control for major changes
- Track decisions and rationale
Team Communication
- Write for the whole team (designers, programmers, artists)
- Use clear language, avoid ambiguity
- Include visual mockups where helpful
Production-Ready
- Include enough detail for implementation
- Define success metrics and KPIs
- Document risks and mitigation
Example Invocations
User: "Create a full production GDD for my roguelike"
User: "Expand prototype GDD to production GDD"
User: "Write a complete game design document"
User: "I need a GDD for the full game, not just prototype"
Workflow Summary
- Determine if user has prototype GDD (if yes, read it)
- Ask Phase 1 questions (vision, scope, audience)
- Ask Phase 2 questions (core systems in detail)
- Ask Phase 3 questions (content scope and progression)
- Ask Phase 4 questions (production plan and business)
- Generate comprehensive production GDD
- Save to
docs/[game-name]-production-gdd.md
- Remind user this is a living document to update regularly
This skill creates the blueprint for full game production, going far beyond prototype testing to document every aspect of the complete game vision.