Game Design One-Page Design Doc
/install game-design-one-page-design-doc
\r \r
Game Design One-Page Design Doc\r
\r
Create a one-page game design document that is readable, decision-useful, and visually polished — exportable as a PDF that looks like a real product.\r
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Use this skill when the user wants a compact game design summary rather than a bloated GDD. The output is designed to be passed around in meetings, dropped in Slack, or emailed to publishers without embarrassment.\r
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Read references/family-conventions.md when you want the shared style and prioritization rules for this game-design skill family.\r
Read references/source-notes.md when you want the distilled takeaways from the reference template and the GDC talk overview.\r
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Core principle\r
\r A one-page design doc is not a small bad GDD. It is a compressed communication tool.\r \r It should:\r
- state what the game is\r
- state why it is interesting\r
- state what feeling or fantasy it is chasing\r
- state the core features and interaction model\r
- state enough production framing to make it actionable\r \r It should not:\r
- try to explain every subsystem\r
- drown the reader in lore\r
- use vague slogans instead of specifics\r
- hide the real game behind marketing fluff\r \r
What to produce\r
\r Produce:\r
- One-page PDF — the shareable, visually designed version\r
- One-page markdown doc — the editable text version\r
- Structured source JSON — the intermediate data used for rendering\r \r
Visual design\r
\r
The PDF renderer (scripts/render_one_page_gdd.py) produces a professional dark-theme layout:\r
\r
- Dark background — near-black navy
#0F111A, with a lighter panel for the header\r - Teal accent colour —
#00C8A0for rules, section headings, pillar tag nubs, and bullet markers\r - Pillar tags — design pillars rendered as pill-shaped labels with a teal left accent in the header\r
- Two-column body — left column for mechanics-heavy content, right column for production/aesthetic content\r
- Section rules — a teal horizontal rule above each section label\r
- Poppins typeface — used when available (falls back to Liberation Sans or DejaVu)\r
- Branded footer — document label on the left, game title on the right\r \r The renderer uses ReportLab (vector PDF — real text, not a raster image), making the output searchable, copy-pasteable, and print-sharp.\r \r
Font requirements\r
\r The renderer searches for fonts in standard system locations automatically:\r
- Linux:
/usr/share/fonts/truetype/google-fonts/,/usr/share/fonts/truetype/liberation/\r - macOS:
~/Library/Fonts/,/Library/Fonts/\r - Windows:
C:/Windows/Fonts/\r \r Preferred: Poppins (Bold, Medium, Regular, Light) from fonts.google.com \r Fallback: Liberation Sans (included in most Linux systems)\r \r
Dependencies\r
\r
pip install reportlab\r
```\r
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## Default section structure\r
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Left column:\r
- Genre / Story / Mechanics Summary\r
- Key Features\r
- Interface & Controls\r
\r
Right column:\r
- Art Style\r
- Music & Sound\r
- Roadmap / Launch Criteria (includes platform, audience, milestones, launch date)\r
\r
Header band:\r
- Game title\r
- Identity / Mantra (subtitle)\r
- Design Pillars (as pill tags)\r
\r
## Process\r
\r
### 1. Clarify the design input\r
Collect or infer the minimum needed:\r
- game title or working title\r
- game identity / mantra\r
- 2 to 3 design pillars\r
- concise gameplay/story/mechanics summary\r
- 3 to 6 key features\r
- input / interface model\r
- art references or aesthetic direction\r
- sound direction or emotional audio goals\r
- platform\r
- target audience\r
- milestone plan or launch criteria\r
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If the user gives messy notes, compress them rather than asking endless questions.\r
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### 2. Write for one-page density\r
Keep each section tight.\r
\r
Guidelines:\r
- prefer short bullets over dense paragraphs\r
- keep pillars punchy (2–4 words each)\r
- keep the summary to a compact paragraph\r
- keep features to the strongest few, not every idea\r
- make roadmap milestones concrete enough to be useful\r
- write like the doc will be skimmed in under two minutes\r
\r
### 3. Preserve design clarity over style fluff\r
If the concept is fuzzy:\r
- choose clarity over hype\r
- expose contradictions instead of smoothing them over\r
- keep claims grounded in actual mechanics or fantasy\r
\r
### 4. Build the structured source JSON\r
Write a JSON file matching the renderer schema.\r
\r
Expected fields:\r
- `title`\r
- `identity_mantra`\r
- `design_pillars` (array, 2–4 items)\r
- `summary`\r
- `features` (array, 3–6 items)\r
- `interface`\r
- `art_style`\r
- `music_sound`\r
- `platform`\r
- `audience`\r
- `milestones` (array)\r
- `launch_day`\r
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See `references/example-input.json` for a worked example.\r
\r
### 5. Render markdown and PDF\r
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```bash\r
# Install dependency first if needed:\r
pip install reportlab\r
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# Render:\r
python scripts/render_one_page_gdd.py --input \x3Cslug>.json --md \x3Cslug>.md --pdf \x3Cslug>.pdf\r
```\r
\r
The renderer auto-discovers fonts. If content is too long, shorten the copy before rerendering — do not try to fit more by cramming.\r
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### 6. Check fit and trim aggressively\r
Before finalizing, verify:\r
- the concept is legible at a glance\r
- the features list is not overstuffed\r
- the PDF still feels like a one-pager (not wall-to-wall text)\r
- the roadmap is realistic enough to be useful\r
- the strongest idea is visible immediately\r
\r
If the PDF looks crowded, shorten the writing. If there is too much whitespace, the document is probably well-scoped — do not pad it.\r
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## Output expectations\r
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By default, create files in the current working directory or a user-specified target folder:\r
- `\x3Cslug>.json`\r
- `\x3Cslug>.md`\r
- `\x3Cslug>.pdf`\r
\r
Use a slug based on the game title when naming files.\r
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## Response structure\r
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When using this skill, report:\r
- where the JSON, markdown, and PDF files were written\r
- any sections that had to be compressed heavily\r
- any major ambiguities or contradictions you preserved or surfaced\r
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## References\r
\r
Read these when useful:\r
- `references/source-notes.md` for the distilled source principles and section model\r
- `references/example-input.json` for renderer input shape and field conventions\r
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## Working principle\r
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If a team cannot explain the game on one page, the design is probably not clear enough yet.\r
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Use this skill to produce a one-pager people can actually read, discuss, and pass around.\r
- 确保已安装 OpenClaw(本地或 Docker 部署)
- 在对话框中输入安装命令:
/install game-design-one-page-design-doc - 安装完成后,直接呼叫该 Skill 的名称或使用
/game-design-one-page-design-doc触发 - 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
Game Design One-Page Design Doc 是什么?
Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable desi... 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 59 次。
如何安装 Game Design One-Page Design Doc?
在 OpenClaw 或 Claude Code 对话框中运行命令「/install game-design-one-page-design-doc」即可一键安装,无需额外配置。
Game Design One-Page Design Doc 是免费的吗?
是的,Game Design One-Page Design Doc 完全免费,采用 MIT-0 许可证,可自由下载、安装和使用。
Game Design One-Page Design Doc 支持哪些平台?
Game Design One-Page Design Doc 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。
谁开发了 Game Design One-Page Design Doc?
由 Stanislav Stankovic(@stanestane)开发并维护,当前版本 v1.1.0。