Skip to main content

design-system

Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.

소스 정보

저장소
Donchitos/Claude-Code-Game-Studios
최근 소스 활동
2026년 10월 19일 02:09
감지된 SKILL.md 언어
영어
스타
28,699
포크
4,018

설치 방법

기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.

소스 파일 검토

설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.

파일 탐색기
6 개 파일

SKILL.md 표시 중

SKILL.md
소스 지침 · 읽기 전용 미리보기
name
design-system
description
Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.
argument-hint
<system-name> [--review full|lean|solo]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/design-system/../../hooks/yaml-helper.sh" resolve_config *), Bash(bash .claude/scripts/registry.sh *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides` Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`. # Design System When this skill is invoked: ## 1. Parse Arguments & Validate **Read `references/1-parse-arguments.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 2. Gather Context (Read Phase) **Read `references/2-gather-context.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 3. Create File Skeleton **Read `references/3-file-skeleton.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 4. Section-by-Section Design **Read `references/4-section-design.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 5. Post-Design Validation **Read `references/5-post-design.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 6. Specialist Agent Routing This skill delegates to specialist agents for domain expertise. The main session orchestrates the overall flow; agents provide expert content. **Rows here are finer-grained than the nine `Category` values on purpose** — the right specialist for combat is not the right specialist for pathfinding, and both are `Gameplay`. Resolve in two steps: take the system's `Category` from `systems-index.md`, then pick the row within it that matches what the system actually does. Every category has at least one row, so nothing falls through. | `Category` | Rows below to choose from | |---|---| | `Gameplay` | Combat/damage/health · AI/pathfinding/behavior · Animation/character movement · Character systems · Camera/input/controls | | `Core` | Foundation/Infrastructure · Camera/input/controls | | `Persistence` | Foundation/Infrastructure | | `Economy` | Economy/loot/crafting | | `Progression` | Progression/XP/skills | | `UI` | UI systems · Visual effects (when the system is HUD-adjacent VFX) | | `Audio` | Audio systems | | `Narrative` | Dialogue/quests/lore | | `Meta` | Foundation/Infrastructure (analytics, tutorial plumbing) · UI systems (accessibility options screens) | If two rows fit, spawn the union of their Primary agents and say why. | System type | Primary Agent | Supporting Agent(s) | |----------------|---------------|---------------------| | **Foundation/Infrastructure** (event bus, save/load, scene mgmt, service locator) | `systems-designer` | `gameplay-programmer` (feasibility), `engine-programmer` (engine integration) | | Combat, damage, health | `game-designer` | `systems-designer` (formulas), `ai-programmer` (enemy AI), `art-director` (hit feedback visual direction, VFX intent) | | Economy, loot, crafting | `economy-designer` | `systems-designer` (curves), `game-designer` (loops) | | Progression, XP, skills | `game-designer` | `systems-designer` (curves), `economy-designer` (sinks) | | Dialogue, quests, lore | `game-designer` | `narrative-director` (story), `writer` (content), `art-director` (character visual profiles, cinematic tone) | | UI systems (HUD, menus) | `game-designer` | `ux-designer` (flows), `ui-programmer` (feasibility), `art-director` (visual style direction), `technical-artist` (render/shader constraints) | | Audio systems | `game-designer` | `audio-director` (direction), `sound-designer` (specs) | | AI, pathfinding, behavior | `game-designer` | `ai-programmer` (implementation), `systems-designer` (scoring) | | Level/world systems | `game-designer` | `level-designer` (spatial), `world-builder` (lore) | | Camera, input, controls | `game-designer` | `ux-designer` (feel), `gameplay-programmer` (feasibility) | | Animation, character movement | `game-designer` | `art-director` (animation style, pose language), `technical-artist` (rig/blend constraints), `gameplay-programmer` (feel) | | Visual effects, particles, shaders | `game-designer` | `art-director` (VFX visual direction), `technical-artist` (performance budget, shader complexity), `systems-designer` (trigger/state integration) | | Character systems (stats, archetypes) | `game-designer` | `art-director` (character visual archetype), `narrative-director` (character arc alignment), `systems-designer` (stat formulas) | **When delegating via the `Agent` tool**: - Provide: system name, game concept summary, dependency GDD excerpts, the specific section being worked on, and what question needs expert input - The agent returns analysis/proposals to the main session - The main session presents the agent's output to the user via `AskUserQuestion` - The user decides; the main session writes to file - Agents do NOT write to files directly — the main session owns all file writes --- ## 7. Recovery & Resume If the session is interrupted (compaction, crash, new session): 1. Read `production/session-state/active.md` — it records the current system and which sections are complete 2. Read `design/gdd/[system-name].md` — sections with real content are done; sections with `[To be designed]` still need work. Read it by section: find the headings with the Grep tool (pattern `^#`, content mode) and Read those ranges with offset and limit. 3. Resume from the next incomplete section — no need to re-discuss completed ones This is why incremental writing matters: every approved section survives any disruption. --- ## Collaborative Protocol **In `collaborative` mode (the default).** For `guided` and `autonomous` modes, see the per-mode rules in `.claude/docs/automation-modes.md` — the "Never" lines below describe what collaborative mode requires, not what applies universally. This skill follows the collaborative design principle at every step: 1. **Question -> Options -> Decision -> Draft -> Approval** for every section 2. **AskUserQuestion** at every decision point (Explain -> Capture pattern): - Phase 2: "Ready to start, or need more context?" - Phase 3: "May I create the skeleton?" - Phase 4 (each section): Design questions, approach options, draft approval - Phase 5: "May I update the entity registry? May I update the systems index? What's next?" — **not** "Run design review?": §5c forbids offering `/design-review` inline, because the reviewing agent must not inherit this session's design history. Phase 5c presents the hand-off; it never asks. 3. **"May I write to [filepath]?"** before the skeleton and before each section write 4. **Incremental writing**: Each section is written to file immediately after approval 5. **Session state updates**: After every section write 6. **Cross-referencing**: Every section checks existing GDDs for conflicts 7. **Specialist routing**: Complex sections get expert agent input, presented to the user for decision — never written silently **Never** auto-generate the full GDD and present it as a fait accompli. **Never** write a section without user approval. **Never** contradict an existing approved GDD without flagging the conflict. **Always** show where decisions come from (dependency GDDs, pillars, user choices). ## Context Window Awareness This is a long-running skill. After writing each section, check if the status line shows context at or above 70%. If so, append this notice to the response: > **Context is approaching the limit (≥70%).** Your progress is saved — all approved > sections are written to `design/gdd/[system-name].md`. When you're ready to continue, > open a fresh Claude Code session and run `/design-system [system-name]` — it will > detect which sections are complete and resume from the next one. --- ## Recommended Next Steps - Run `/design-review design/gdd/[system-name].md` in a **fresh session** to validate the completed GDD independently - Run `/consistency-check` to verify this GDD's values don't conflict with other GDDs - Run `/map-systems next` to move to the next highest-priority undesigned system - Run `/gate-check technical-setup` when all MVP GDDs are authored and reviewed
GitHub에서 보기