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Create lightweight, living game design documents for AI-built games.
Passed 20 of 23 test cases with the skill, and 4 of 23 without it.
and 15 more in the full report
17 fixed3 passed either way2 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 17 test cases the skill fixed. Same model, same prompt, with and without the skill.
Create a decision log evaluating spatial partitioning techniques like Quadtree versus Grid Hash for a 2D bullet-hell shooter. Ensure all unresolved technical trade-offs in the open questions section are properly assigned.
| Checked | Without skill | With skill |
|---|---|---|
| The Doc Type field is set to decision log. | Missed | Passed |
| The open questions section lists assigned owners for unresolved decisions. | Passed | Passed |
The instructions your model reads when the skill loads.
Use this skill to create documents that help an AI game-building agent make consistent decisions across sessions. The document should be short enough to stay current and specific enough to constrain implementation.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapter 27 on design documents and team communication. The workflow is transformed and paraphrased.
Supporting source: the rest of the game skill pack, which turns design lenses into implementable briefs.
Doc Type: brief, system spec, feature contract, tuning sheet, content schema, playtest report, or decision log.Canonical Sections: concise headings suited to the doc type.Open Questions: unresolved decisions with owner or next evidence.Implementation Contract: what the agent should build, avoid, test, and instrument.Maintenance Rule: when this doc must be updated.Before producing a design document, read:
references/core/guide.mdworkflows/living-design-doc.mdtest cases passed, vs 4 / 23 without
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