6.4 KiB
Game Design Document (GDD) Workflow
This folder contains the GDD workflow for game projects, replacing the traditional PRD approach with game-specific documentation.
Overview
The GDD workflow creates a comprehensive Game Design Document that captures:
- Core gameplay mechanics and pillars
- Game type-specific elements (RPG systems, platformer movement, puzzle mechanics, etc.)
- Level design framework
- Art and audio direction
- Technical specifications (platform-agnostic)
- Development epics
Architecture
Universal Template
gdd-template.md contains sections common to ALL game types:
- Executive Summary
- Goals and Context
- Core Gameplay
- Win/Loss Conditions
- Progression and Balance
- Level Design Framework
- Art and Audio Direction
- Technical Specs
- Development Epics
- Success Metrics
Game-Type-Specific Injection
The template includes a {{GAME_TYPE_SPECIFIC_SECTIONS}} placeholder that gets replaced with game-type-specific content.
Game Types Registry
game-types.csv defines 24+ game types with:
- id: Unique identifier (e.g.,
action-platformer,rpg,roguelike) - name: Human-readable name
- description: Brief description of the game type
- genre_tags: Searchable tags
- fragment_file: Path to type-specific template fragment
Game-Type Fragments
Located in game-types/ folder, these markdown files contain sections specific to each game type:
action-platformer.md:
- Movement System (jump mechanics, air control, special moves)
- Combat System (attack types, combos, enemy AI)
- Level Design Patterns (platforming challenges, combat arenas)
- Player Abilities and Unlocks
rpg.md:
- Character System (stats, classes, leveling)
- Inventory and Equipment
- Quest System
- World and Exploration
- NPC and Dialogue
- Combat System
puzzle.md:
- Core Puzzle Mechanics
- Puzzle Progression
- Level Structure
- Player Assistance
- Replayability
roguelike.md:
- Run Structure
- Procedural Generation
- Permadeath and Progression
- Item and Upgrade System
- Character Selection
- Difficulty Modifiers
...and 20+ more game types!
Workflow Flow
-
Router Detection (instructions-router.md):
- Step 3 asks for project type
- If "Game" selected → sets
workflow_type = "gdd" - Skips standard level classification
- Jumps to GDD-specific assessment
-
Game Type Selection (instructions-gdd.md Step 1):
- Presents 9 common game types + "Other"
- Maps selection to
game-types.csv - Loads corresponding fragment file
- Stores
game_typefor injection
-
Universal GDD Sections (Steps 2-5, 7-13):
- Platform and target audience
- Goals and context
- Core gameplay (pillars, loop, win/loss)
- Mechanics and controls
- Progression and balance
- Level design
- Art and audio
- Technical specs
- Epics and metrics
-
Game-Type Injection (Step 6):
- Loads fragment from
game-types/{game_type}.md - For each
{{placeholder}}in fragment, elicits details - Injects completed sections into
{{GAME_TYPE_SPECIFIC_SECTIONS}}
- Loads fragment from
-
Solutioning Handoff (Step 14):
- Routes to
3-solutioningworkflow - Platform/engine specifics handled by solutioning registry
- Game-* entries in solutioning
registry.csvprovide engine-specific guidance
- Routes to
Platform vs. Game Type Separation
GDD (this workflow): Game-type specifics
- What makes an RPG an RPG (stats, quests, inventory)
- What makes a platformer a platformer (jump mechanics, level design)
- Genre-defining mechanics and systems
Solutioning (3-solutioning workflow): Platform/engine specifics
- Unity vs. Godot vs. Phaser vs. Unreal
- 2D vs. 3D rendering
- Physics engines
- Input systems
- Platform constraints (mobile, web, console)
This separation allows:
- Single universal GDD regardless of platform
- Platform decisions made during architecture phase
- Easy platform pivots without rewriting GDD
Output
GDD.md: Complete game design document with:
- All universal sections filled
- Game-type-specific sections injected
- Ready for solutioning handoff
Example Game Types
| ID | Name | Key Sections |
|---|---|---|
| action-platformer | Action Platformer | Movement, Combat, Level Patterns, Abilities |
| rpg | RPG | Character System, Inventory, Quests, World, NPCs |
| puzzle | Puzzle | Puzzle Mechanics, Progression, Level Structure |
| roguelike | Roguelike | Run Structure, Procgen, Permadeath, Items |
| shooter | Shooter | Weapon Systems, Enemy AI, Arena Design |
| strategy | Strategy | Resources, Units, AI, Victory Conditions |
| metroidvania | Metroidvania | Interconnected World, Ability Gating, Exploration |
| visual-novel | Visual Novel | Branching Story, Dialogue Trees, Choices |
| tower-defense | Tower Defense | Waves, Tower Types, Placement, Economy |
| card-game | Card Game | Deck Building, Card Mechanics, Turn System |
...and 14+ more!
Adding New Game Types
-
Add row to
game-types.csv:new-type,New Type Name,"Description",tags,new-type.md -
Create
game-types/new-type.md:## New Type Specific Elements ### System Name {{system_placeholder}} **Details:** - Element 1 - Element 2 -
The workflow automatically uses it!
Integration with Solutioning
When a game project completes the GDD and moves to solutioning:
- Solutioning workflow reads
project_type == "game" - Loads GDD.md instead of PRD.md
- Matches game platforms to solutioning
registry.csvgame-* entries - Provides engine-specific guidance (Unity, Godot, Phaser, etc.)
- Generates architecture.md with platform decisions
- Creates per-epic tech specs
Example solutioning registry entries:
game-unity-2d: Unity 2D gamesgame-godot-3d: Godot 3D gamesgame-phaser: Phaser web gamesgame-unreal-3d: Unreal Engine gamesgame-custom-3d-rust: Custom Rust game engines
Philosophy
Game projects are fundamentally different from software products:
- Gameplay feel > feature lists
- Playtesting > user testing
- Game pillars > product goals
- Mechanics > requirements
- Fun > utility
The GDD workflow respects these differences while maintaining BMAD Method rigor.