mit einem Klick
game-design
// Visual target generation, risk-first game decomposition, and verification criteria. Load at pipeline start before architecture.
// Visual target generation, risk-first game decomposition, and verification criteria. Load at pipeline start before architecture.
Rules for interacting with local version control and remote platforms (GitHub, GitLab, Forgejo).
Manage tasks, epics, and bugs. Default to remote CVS platforms. Use local .issues/ ONLY if ISSUE_TRACKING_FS=1 in .env.ai. Require cvs skill.
Godot MCP servers reference โ editor, diagnostics, testing, docs, runtime. Load when doing Godot game dev.
When this skill is loaded, the developer follows the Red-Green-Refactor cycle. The orchestrator loads this skill when the user requests TDD.
Godot 4 project scaffolding โ project.godot, architecture notes, script stubs, scene builders, build order. Load after game decomposition.
Task implementation workflow, test harnesses, screenshot/video capture, visual debugging. Load before implementing game tasks.
| name | game-design |
| description | Visual target generation, risk-first game decomposition, and verification criteria. Load at pipeline start before architecture. |
Two-phase design process that precedes all implementation:
spec-create)Generate a reference image of what the finished game looks like. Anchors art direction for scaffold, asset planner, and task agents.
Use the godot-asset-gen tool:
godot-asset-gen image --model gemini --prompt "{prompt}" --size 1K --aspect-ratio 16:9 -o reference.png
The reference must look like an in-game screenshot, not concept art. Every distinct object visible becomes an asset requirement downstream.
Screenshot of a {2D/3D} video game. {Camera: angle, distance, perspective}.
Game objects: {player โ appearance, position, size vs screen}. {enemies/NPCs โ each type, position}. {obstacles}. {collectibles/pickups}. {projectiles if any}.
Environment: {background layers โ sky, distant, mid}. {playfield surface โ material, tiling}. {foreground elements}. {boundaries/edges}.
HUD: {each UI element โ type and screen position}.
{Art style, color palette}. Clean sharp digital rendering, game engine output.
reference.png โ 1K 16:9 imagedraft-create):# Assets
**Art direction:** <the art style description>
Analyze the game for implementation risks and define verification criteria. Output is a game plan spec (created via spec-create with type=task).
reference.png โ camera angle, scene complexity, entity count, environment scope.spec-create with type=task, author=game-director).CharacterBody movement, collision/triggers, TileMap/GridMap, NavigationAgent on static navmesh, UI with Control nodes, spawning/timers/waves, camera follow, state machines, input handling.
Each task gets a Verify field โ what to check after implementation.
Risk tasks โ target the exact failure mode:
Main build โ combine cross-cutting with game-specific checks:
reference.png consistency# Game Plan: {Name}
## Game Description
{Original description, verbatim.}
## Risk Tasks
{Omit entirely if no risks identified.}
### 1. {Risk Feature}
- **Why isolated:** {what makes this algorithmically hard}
- **Verify:** {specific criteria targeting the failure mode}
## Main Build
{What to build โ all routine systems. High-level, not implementation recipes.}
- **Assets needed:** {visual assets โ type, approximate size, visual role. Omit if none.}
- **Verify:**
- {General checks: movement/input/animation alignment, physics, UI, textures}
- {Game-specific checks}
- Gameplay flow matches game description
- No visual glitches, clipping, or placeholder assets
- reference.png consistency: color palette, scale, camera angle, visual density
- **Presentation video:** ~30s cinematic MP4 showcasing gameplay
- Write test/presentation.gd (SceneTree script), ~900 frames at 30 FPS
- **3D:** smooth camera work, good lighting, post-processing
- **2D:** camera pans, zoom transitions, tight viewport framing
- Output: screenshots/presentation/gameplay.mp4