| name | roblox-to-prd |
| description | Turn a Roblox game concept or the current conversation into a short, buildable PRD (game design brief) and publish it to the project tracker. Use when the user wants to lock a chosen concept into a spec before building, write a design brief, or create a PRD for a Roblox game or feature. Pairs with roblox-to-issues, which slices the PRD into vertical slices so the game is built one playable piece at a time instead of all at once. |
Roblox → PRD
Turn what is already decided into a concise, buildable game design brief (PRD). Do NOT interview the user from scratch — synthesize the concept, conversation, and place state you already have. If the concept has not been pressure-tested yet, run roblox-game-ideas (grilling mode) first.
The tracker location and label vocabulary should have been provided to you in CLAUDE.md / docs/agents/. If not, run setup-roblox-skills.
Why this exists
The single biggest failure mode in AI-built Roblox games is trying to build the whole game in one pass, which leaves everything half-working. A PRD is the contract that a later step (roblox-to-issues) slices into small, independently playtestable pieces. Keep it tight: enough to slice, not a novel.
Process
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Read the current state. Connect through roblox-studio-workflow if a place exists. Read ROADMAP.md if present. Use the game's own vocabulary consistently (currency names, entity names, zone names).
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Sketch the systems, not the whole game. List the major server-authoritative systems and client controllers this concept needs (core loop, economy, save/load, progression, social, UI surfaces). Flag which hold valuable state (currency, inventory, purchases, rewards, progression) — those must be server-authoritative. Confirm the system list matches the user's expectation before writing.
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Handle UI up front. If the concept has meaningful UI, note whether a Roblox UI design artifact exists yet (see roblox-game-ux). If not, record an explicit design step rather than treating UI as ready to build.
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Write the PRD using the template, then publish it to the tracker with the needs-triage label/status so it enters the normal flow.
Player Promise
What the player gets, in their words. One or two sentences.
Core Loop
The single repeating loop, start to reward to next goal. Name the first fun action and how fast it happens (target: 10–30 seconds).
First Session
What the first 30–60 seconds look like: spawn, first action, first reward, first visible goal.
Systems To Build
A list of the server-authoritative systems and client controllers. For each: one line on what it does and whether it holds valuable state (server-authoritative) or is client-side presentation.
Player Stories
A numbered list, format: "As a player, I want , so that ." Cover the core loop, progression, social, monetization, and mobile paths. Extensive but plain.
Economy & Monetization
Currency sources and sinks, what is sold (passes, developer products, cosmetics), and the anti-pay-to-win rule for this game. Write "None yet" if pre-monetization.
Persistence
What must survive rejoin/shutdown (currency, inventory, progression, settings) and what is session-only.
UI & Design
Which surfaces need a UI design artifact (HUD, shop, reward, menus) and whether that artifact exists and is approved. For non-UI PRDs, write "No UI design step required."
Mobile & Performance Targets
Mobile-first expectations (touch targets, readability, safe areas) and any frame-rate/instance budgets.
Out Of Scope
What this PRD deliberately does not cover, so slicing stays focused.
Risks
The top 1–3 risks and how each is checked (usually a Studio playtest).
Next
Hand the published PRD to roblox-to-issues to break it into small, playtestable vertical slices. If the PRD flagged UI work, run roblox-game-ux to produce and approve the UI design artifact before UI slices become buildable.