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t1k:designer:base:document

FieldValue
Modulebase
Version1.13.2
Effortmedium
Tools

Keywords: design, documentation, game design document, GDD

/t1k:designer:base:document

  • Creating or updating a GDD, wiki page, or design document
  • New demo added to the project
  • Major gameplay feature changed (combat, inventory, progression, UI)
  • Design review requested; syncing docs to code
  • Writing Demo-*.md wiki pages for DOTS-AI demos

A GDD (Game Design Document) is the living specification of a game’s design intent. In this project, it exists at two levels:

  • Demo Wiki Pages (docs/wiki/Demo-{DemoName}.md) — per-demo, code-synced, <300 lines
  • Full GDD — high-level design pillars, economy, balance, art direction
SectionPurpose
Game OverviewTitle, genre, platform, audience, core loop
Game Pillars3-5 non-negotiable design tenets
Gameplay MechanicsCore loop, combat, inventory, progression
Game FlowPhase state machine, win/lose conditions
UI/UX DesignScreen layout, HUD, menu flow
Economy & MonetizationCurrency, shops, drop rates
Technical RequirementsFPS target, memory budget, platform constraints
Art & Audio DirectionVisual style, palette, sound design
Content MatrixItems, enemies, levels with stats
Balance ParametersTuning knobs, difficulty curves

→ See references/gdd-template.md for full section templates

  1. Read Editor/ (SceneSetup, PrefabCreator) to extract unit counts, arena sizes, menu paths
  2. Read Runtime/ (Systems, Components) to extract class names, constants
  3. Read existing wiki page — identify stale sections
  4. Cross-reference with library/package code for accuracy
  5. Write/update using mandatory 14-section structure from game-designer agent
  6. Verify ALL numbers match code constants (grep don’t guess)

→ See references/demo-wiki-template.md for mandatory section list and examples

EventAction
New demo implementedCreate docs/wiki/Demo-{Name}.md from template
Code changes (systems, components)Update affected wiki sections
Stats/balance tunedUpdate Content Matrix and Balance Parameters
UI redesignedUpdate UI/UX Design section
New editor tool addedUpdate Editor Tools section
Library module addedUpdate Library Coverage section
  • Code is source of truth — grep constants, never guess numbers
  • Wiki mirrors code — update docs immediately after code changes
  • Cross-reference, don’t duplicate — link to other wiki pages
  • Numbers must be verifiable — comment which file/line each constant comes from

→ See references/living-doc-patterns.md for sync patterns and cross-reference conventions

#MistakeFix
1Hardcoded numbers in wiki that don’t match codeGrep source constants before writing
2Wiki over 300 linesExtract deep-dives to Domain-*.md, link from wiki
3Missing cross-reference updatesAfter any wiki change, search for pages that link to it
4Stale system class names after renameRun grep for old name, update all occurrences
  • engine implementation skills — library component and system names for accurate documentation
  • engine architecture skills (auto-activated via registry) — system design patterns
  • engine code convention skills (auto-activated via registry) — naming for mapping code to docs
Section titled “Reskin-Enablement Cross-Link (MANDATORY for art-touching design docs)”

When the design doc you’re authoring describes a feature that ships art assets (UI screens, characters, VFX, audio, animations), the doc MUST include a ## Reskin Contract subsection cross-linking to the matching dept-page §Reskin Self-Service.

Template:

### Reskin Contract
Which parts of this feature can a 2D / VFX artist reskin without engineering help?
| Element | Reskinnable | Replacement path | Linked dept-page section |
|---|---|---|---|
| <feature element 1> | Yes / No (engineering-only — explain why) | `Assets/Art/...` or via SO field | [Art-2D §Reskin Self-Service](StickManForge-Art-2D#reskin-self-service--project--prefab-structure) |
| <feature element 2> | ... | ... | ... |
Workflow link: [Art-2D §Reskin Workflow](StickManForge-Art-2D#3-reskin-workflow-artist-driven-no-engineer) |

If the dept page doesn’t yet cover this asset family, the design doc author ALSO opens a wiki-edit ticket against the dept page (or applies the edit themselves if scope is small).

Cross-link to t1k-designer-wiki-core §Dept-Page Reskin Self-Service Convention for the canonical template.

Rationale: design intent for reskin-enablement decays if not captured at design time. Catching it in the design doc → propagating to dept page → enforced in implementation = the chain stays sealed.

FileCoverage
references/gdd-template.mdFull GDD with all standard sections and guidance
references/living-doc-patterns.mdSync triggers, cross-reference conventions, wiki patterns
references/demo-wiki-template.mdDemo-*.md mandatory structure, how to gather info from code
  • GDD goes stale on day 2 of production — without a sync trigger (post-feature, post-playtest, post-pivot), the GDD becomes fiction. Bake the trigger into your sprint review.
  • One-page GDDs work for prototypes; multi-page GDDs work for live games — a 60-page GDD for a 2-week prototype kills the prototype. Right-size by horizon.
  • Wiki vs in-repo MD is a real fork — wiki updates outside PR review drift from code reality. Prefer in-repo docs for truth, wiki for marketing-facing summaries.