| name | create-game-plan |
| description | Creates a complete game development plan from an existing game story. Use when the user has a game story document and wants to turn it into a technical implementation plan covering architecture, milestones, asset lists, engine configuration, and task breakdown. |
Create Game Plan
Transform a game story into an actionable development plan. This skill reads the game story document (from /create-game-story or user-provided) and produces a full technical blueprint.
Prerequisites
Before starting, gather:
- Game story document — Ask the user for the path, or check
docs/game-story.md in the current project
- Team size — Solo dev, small team (2-5), or larger team?
- Target platforms — Web (browser), Desktop (Electron), Mobile (PWA/Capacitor), or multiple?
- Timeline — Game jam (48h-1week), prototype (1-4 weeks), full project (1-6 months)?
- Skill level — Beginner, intermediate, advanced?
Process
Phase 1: Engine & Tech Stack Selection
Based on the story's requirements (3D/2D, complexity, multiplayer), recommend:
-
Engine — Use the 3d-game-design skill's decision tree:
- 3D complex → Three.js or R3F
- 3D with heavy UI → Babylon.js
- 2D platformer/RPG → Phaser 3
- 2D casual/UI → PixiJS
- Present the recommendation with reasoning
-
Tech stack — Recommend specific packages:
- Rendering: engine + helpers (drei, etc.)
- Physics: Rapier / Cannon / none
- State management: Zustand / custom ECS
- Audio: Howler.js / Web Audio API
- Networking: Socket.io / Colyseus / none
- UI: HTML overlay / React / Phaser UI scenes
- Build: Vite + TypeScript
-
Architecture pattern — Based on game complexity:
- Simple: Scene-based (Phaser scenes or Three.js scene swapping)
- Medium: Component pattern with game loop
- Complex: Full ECS with event bus
Present the stack as a table and ask for approval before proceeding.
Phase 2: Feature Breakdown
Parse the story document and extract every feature needed:
Core Systems (must have for MVP):
Story-Driven Features (from the narrative):
- Extract from quests: combat, dialogue, inventory, crafting, etc.
- Extract from world: terrain, weather, day/night, procedural elements
- Extract from characters: AI behaviors, pathfinding, dialogue trees
Polish Features (nice to have):
- Particles, post-processing
- Sound design, music
- Save/load system
- Settings menu
- Achievements
Present as a categorized checklist. Let the user mark what's in scope for MVP vs later.
Phase 3: Asset List
From the story, generate a complete asset manifest:
## Asset List
### 3D Models / 2D Sprites
| Asset | Type | Priority | Notes |
|-------|------|----------|-------|
| Player character | 3D model / spritesheet | P0 | Needs animations: idle, walk, run, attack |
| [Environment] | Tilemap / 3D scene | P0 | Based on [setting] |
| [Enemy types] | Model / sprite | P1 | From story antagonist + minions |
| [NPCs] | Model / sprite | P1 | [Supporting cast names] |
| [Items/Props] | Model / sprite | P2 | [Key objects from story] |
### Audio
| Asset | Type | Priority |
|-------|------|----------|
| Background music | Loop per scene | P1 |
| SFX: footsteps, attacks, UI | One-shot | P1 |
| Ambient: environment | Loop | P2 |
| Dialogue VO | Per character | P3 |
### UI Assets
| Asset | Type | Priority |
|-------|------|----------|
| HUD elements | PNG/SVG | P0 |
| Menu screens | Layout | P0 |
| Font | TTF/WOFF2 | P0 |
| Icons | Spritesheet | P1 |
### Textures & Materials
| Asset | Type | Size | Priority |
|-------|------|------|----------|
| [Per environment] | Diffuse+Normal+ORM | 1024x1024 | P0 |
| Skybox / Environment map | HDR / Cubemap | 2048 | P1 |
Provide polygon/texture budget recommendations based on target platform (load 3d-game-design/references/asset_optimization_guide.md).
Phase 4: Milestone Plan
Break the project into milestones with deliverables:
## Milestones
### M0: Project Setup (Day 1-2)
- [ ] Scaffold project: `python scripts/scaffold_project.py <engine> <name> --features <list>`
- [ ] Configure Vite, TypeScript, linting
- [ ] Set up version control
- [ ] Create folder structure for assets
### M1: Core Prototype (Week 1-2)
- [ ] Player movement + camera
- [ ] Basic level/scene with placeholder art
- [ ] Core game mechanic working (combat/puzzle/etc.)
- [ ] Basic collision / physics
- **Deliverable:** Playable gray-box prototype
### M2: Content Pipeline (Week 2-3)
- [ ] Asset pipeline setup (Draco, KTX2 compression)
- [ ] Import first real assets (character, environment)
- [ ] Implement scene transitions
- [ ] Basic UI (main menu, HUD)
- **Deliverable:** One complete level with real art
### M3: Story Implementation (Week 3-5)
- [ ] Quest/mission system
- [ ] Dialogue system (if applicable)
- [ ] All main quest content
- [ ] NPC interactions
- [ ] Save/load system
- **Deliverable:** Full main story playable
### M4: Polish & Audio (Week 5-6)
- [ ] Post-processing effects
- [ ] Sound effects + music
- [ ] Particle effects
- [ ] Animations refinement
- [ ] Bug fixing
- **Deliverable:** Near-final quality
### M5: Deploy (Week 6-7)
- [ ] Performance optimization (bundle analysis, LODs)
- [ ] Build for target platform(s)
- [ ] Package: `python scripts/build_deploy.py package-itch .`
- [ ] Testing on target devices
- [ ] Publish
- **Deliverable:** Released game
Adjust timeline based on user's stated timeframe. For game jams, compress to hours.
Phase 5: File Structure
Generate the recommended project structure:
<game-name>/
├── docs/
│ ├── game-story.md # From /create-game-story
│ └── game-plan.md # This document
├── src/
│ ├── main.ts # Entry point
│ ├── game/
│ │ ├── Game.ts # Main game class / loop
│ │ ├── scenes/ # Level / scene files
│ │ ├── entities/ # Player, enemies, NPCs
│ │ ├── systems/ # Physics, input, AI, audio
│ │ ├── components/ # ECS components (if applicable)
│ │ └── ui/ # HUD, menus, dialogue
│ ├── assets/
│ │ ├── models/ # GLB/GLTF files
│ │ ├── textures/ # Images, KTX2
│ │ ├── audio/ # MP3/OGG
│ │ ├── sprites/ # Spritesheets
│ │ └── fonts/ # Typography
│ └── utils/ # Helpers, constants, types
├── public/ # Static files
├── package.json
├── tsconfig.json
└── vite.config.ts
Adapt based on engine choice (e.g., R3F uses React component structure).
Phase 6: Output Document
Compile into a structured plan and save:
# [Game Title] — Development Plan
## Tech Stack
## Feature Scope (MVP)
## Asset Manifest
## Milestones & Timeline
## Project Structure
## Risk Assessment
## Next Steps
Save to <project>/docs/game-plan.md.
Rules
- Read the story first. Always load and reference the game story document before generating the plan.
- Be realistic. Scale recommendations to the user's team size and timeline.
- Prioritize ruthlessly. Everything gets P0 (MVP), P1 (important), P2 (nice), or P3 (stretch).
- Use the 3d-game-design ecosystem. Reference scripts, templates, configs, and reference docs from the master skill.
- Ask before assuming. Confirm engine choice, scope, and timeline before generating milestones.
- If the story doesn't exist yet, suggest running
/create-game-story first.