| name | gameplay-spec |
| description | Produce an implementation-ready gameplay specification covering player goal, rules, states, inputs, feedback, tunable data, interactions, failure, edge cases, and validation without dictating unnecessary code structure. |
Gameplay Specification
Use when an approved mechanic or game system must be handed to engineering, level design, UI, audio, and QA.
Procedure
- State the intended player experience, supported modes, system boundaries, and relationship to the core loop.
- Define inputs, preconditions, rules, state transitions, outputs, costs, rewards, failure, cancellation, and persistence behavior.
- Specify feedback requirements across visuals, UI, audio, animation, camera, haptics, or world response where relevant.
- List tunable parameters with meaning, units, allowed range, initial values, and who owns later balancing.
- Map interactions with other gameplay systems and identify ordering, concurrency, multiplayer, AI, save or load, and networking concerns that affect behavior.
- Document edge cases and invalid states explicitly, including repeated actions, interruptions, disconnected players, scene transitions, and resource boundaries as applicable.
- Define content or data requirements separately from implementation architecture so designers can tune without code changes where intended.
- Provide acceptance and playtest criteria that prove the player-facing rules rather than private implementation details.
Decision rules
- A gameplay spec defines behavior and data contracts, not an engineering class diagram.
- Tunable values should carry semantic meaning and units.
- Important failure and interruption states belong in the spec.
- Cross-system interactions need explicit ownership before parallel implementation.
Quality gate
The specification is ready when every material player-facing state and rule is unambiguous, tunable data and feedback are defined, cross-system dependencies and edge cases are visible, and engineering and QA can implement and validate the same intended behavior.