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AAA Game GDD Skill

AAA-grade 3D game design document (GDD) authoring and review for Steam-ready games. Covers vision/pitch, art bible, level specs, gameplay systems and numbers, narrative and dialogue, UI/UX, character/prop/animation/audio specs, tech performance budgets, and QA plus Steam release checklists. Supports Unity, Unreal and Godot. Use when writing or reviewing a GDD, game design doc, level/scene spec, art brief, or release QA checklist.

What is AAA Game GDD Skill?

This skill transforms vague game ideas into a complete, production-ready documentation system that meets Steam release standards and rivals AAA titles. It provides structured guidance for writing and reviewing Game Design Documents (GDDs) across all major engines (Unity, Unreal, Godot). The skill covers every aspect of game development: from vision pitch and art bible to scene/level design, gameplay systems, narrative and dialogue, UI/UX, character/prop/animation/audio specs, technical performance budgets, and Steam QA checklists. It enforces three core principles: everything must be measurable and directly actionable by developers, each asset must have a Definition of Done checklist, and all documents must maintain consistency through shared naming conventions and performance budgets. The skill includes a Python scaffolding script that generates a complete document tree, helping teams stay organized and focused. It also provides a workflow for reviewing existing documents or ideas against a ten-dimensional AAA quality score, identifying blockers and missing documentation. The skill supports three main workflows: creating a complete GDD for a new project, writing individual document types (like a single scene or character sheet), or auditing existing materials for release readiness.

Works with✓Claude Code✓Codex CLI✓Cursor
npx skills add https://github.com/huayuehua15-netizen/gamedev-agent-skills/tree/HEAD/plugins/aaa-game-gdd/skills/aaa-game-gdd

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Documentation

AAA Game Design Document (GDD) Skill

Path Convention: All scripts/, references/, assets/ in this file are relative to the directory containing this SKILL.md. Before running python scripts/new_gdd.py, first locate that directory (Cursor/Codex install it via install.ps1 to <project>/skills/game-dev/aaa-game-gdd/). If unsure, find the absolute path of this SKILL.md and use the absolute path to call the script; typing a relative path from the project root will result in a file-not-found error.

What This Skill Does

It turns "I have a game idea" into a complete set of documents that a team can follow directly to develop a Steam-ready, AAA-quality game. The core deliverable is a structured, quantified, reviewable set of Markdown documents (GDDs), not a vague design proposal.

Each document produced must satisfy three iron rules:

  1. Actionable: Developers reading the document should not need to ask "What exactly do I do? How big? What standard?" Everything quantifiable must be given specific values (poly count, frame count, duration, resolution, frequency, delay, trigger conditions).
  2. Verifiable: Every asset, system, and scene must have a Definition of Done checklist, allowing each item to be checked off upon completion.
  3. Consistent: All documents share the same vision pillars, art bible, naming conventions, and performance budget; documents cross-reference each other by ID and must not contradict each other.

Document Map (Read References on Demand)

Do not read all reference documents at once. First, determine which type of document the user needs to create using the table below, then read only the corresponding reference. Each reference is structured as: what problem it solves → when to write it → chapter structure → how to write each chapter (with quantitative standards) → good/bad examples → Definition of Done checklist.

DocumentWhen to Read This ReferenceCorresponding Template (assets/templates)
00 Overall Document SystemNew project initiation, need to determine document list and phase planREADME.md
01 Vision & PitchWhen a game idea first emerges; need a one-pager to explain the game or pitch externally01-vision-pitch.md
02 Art BibleWhen defining art style, unifying team aesthetics, or creating art briefs02-art-bible.md
03 Scenes & LevelsWhen writing scene descriptions, level flow, routes, encounters, environmental storytelling03-scene-level.md, scene-sheet.md, level-sheet.md
04 Gameplay SystemsWhen designing core loops, combat, progression, economy, stat tables04-gameplay-systems.md, system-sheet.md
05 Narrative & DialogueWhen writing story outline, chapter beats, branching, dialogue scripts, voiceover scripts05-narrative-dialogue.md, dialogue-sheet.md
06 Interaction & UI/UXWhen defining controls, interaction matrix, game feel, HUD, menus, accessibility06-interaction-uiux.md
07 Character SpecsWhen detailing protagonist/enemy/NPC settings, appearance, move sets, AI, stats07-character-spec.md, character-sheet.md
08 Prop Modeling SpecsWhen specifying props/weapons/environmental asset modeling, textures, LODs, naming, delivery08-prop-modeling.md, prop-sheet.md
09 Animation SpecsWhen defining 3D skeletal animation, animation state machines, cutscenes, 2D sprite animation09-animation-spec.md, animation-sheet.md
10 Audio DesignWhen specifying music, sound effects, voiceover, dynamic music, bus loudness10-audio-spec.md
11 Technology & PerformanceWhen choosing engine, rendering pipeline, frame rate/memory/package budget, platform11-tech-performance.md
12 AAA Quality & Steam ReviewWhen defining stage gates, QA plan, Steam store page & release, AAA benchmarking scoring12-steam-qa-checklist.md

Workflows

Workflow A: New Project (From Idea to Complete Document System)

  1. Clarify Minimum Necessary Information (ask the user in one batch, no more than 4 questions): one-sentence game genre and core gameplay, engine (Unity/Unreal/Godot/undecided), platform and target frame rate (PC 60fps? Steam Deck?), art style preference. Once asked, start working; do not ask repeatedly for completeness. Mark unknown items explicitly as [TBD] in documents.
  2. Run Scaffolding: python scripts/new_gdd.py init --name "Game Name" --out <output directory> --engine <engine from step 1>, generating the complete GDD document tree. --engine must use the answer from Step 1, not always "unity" — it determines actual document content like axes, collision naming, navigation, and data asset standards.
  3. Write Documents in Phase Order (see "Stage Gates" below). Each time read the corresponding reference first, then fill in the template. Order: 01 Vision → 02 Art Bible + 11 Tech Budget → 04 Core Gameplay → 07/08/09/06 Specs → 03/05 Content → 12 Review.
  4. For each scene/character/prop/animation/dialogue/system, use scripts/new_gdd.py sheet to generate an individual single-page document in the GDD's corresponding subdirectory. The core document only contains an index table; do not pile hundreds of assets into one file.
  5. Pass Quality Gates: At the end of each phase, use the gate table from 12-steam-qa-checklist.md to check each item. Do not proceed to the next phase until the current one passes.

Workflow B: Single Document (User Only Needs One Type of Document)

Confirm the object and its purpose → read the corresponding reference → copy and fill the template → self-check using the "Definition of Done" at the end of the template → deliver. When the user says "write a scene for me," first ask for the scene name, its position in the flow, and the core event (ask all at once), then directly produce a complete scene-sheet; do not just give an empty template.

Scene vs. Level: by default, produce only what the user asked for. references/03 says "a scene is space, a level is time; write them separately." This refers to the division of labor when both are needed, not a requirement to always produce a level sheet with every scene.

Division is strict:

  • Scene Page (SC_) = What this space provides: terrain, lines of sight, cover, height differences, escape routes, hiding spots, spatial constraints on enemies (§7), and trigger zones TZ_ (§4).
  • Level Page (LV_) = What sequence the player experiences: beat table (with EV_ event IDs), pacing, consequences of encounters, checkpoints.

Therefore:

  • User wants a scene → write only scene-sheet.md, no sequence; if a level page is truly not needed, add a brief line in §7 "Experience Sequence (Brief)."
  • User wants a level flow, or a scene has multi-phase pacing → then produce level-sheet.md, with both using TZ_ ↔ EV_ to cross-reference.
  • Do not automatically produce two documents just because 03 says "write them separately," as this would unnecessarily bloat a simple request 2-3 times.

Read a full example before filling in templates — each type of single-page sheet has a complete example. Read the appropriate one directly:

Sheet TypeExampleWhat to Focus On Most
Scene (Linear/Horror)assets/examples/SC_01_SurgeryFloor2Corridor_Example.md§7 Space Provision = line-of-sight blocking and "see first, then contact"; §10 Perception and pacing
Scene (Open/BOSS)assets/examples/SC_07_BrokenBridgeObservatory_Example.md§7 Space Provision = distance adjustable / line-of-sight break / risk gambles; §10 Combat solvability
Levelassets/examples/LV_01_CorridorFirstEncounter_Example.mdHow beat tables reconcile with TZ_; how intensity curves and teaching moments work without pop-up tutorials
Character (Enemy)assets/examples/EN_01_Stitcher_Example.md§6 State machine+speed difference: why "can be outrun" matters; §7 How combat duration is calculated
Propassets/examples/PR_017_BrokenWheelchair_Example.md§5 Technical spec values; §7 How to write "intentionally omitted" in DoD
Animationassets/examples/AN_EN01_Slash_01_Example.md§2 Three-part frame interval; §3 Event markers (preview sound as fairness baseline)
Dialogue/Cutsceneassets/examples/DL_07_NurseRecording_Example.mdHow to define line ID/duration/subtitle compliance/interruption and resume playback
Systemassets/examples/SYS_04_GrabBreak_Example.md§4 Parameter table must include "design intent"; §5 No boundary omissions

All examples must reach this granularity (every item has specific numbers, IDs, and assignable content). Note: the checkbox items in examples are verification records after completion (including actual poly counts, review dates, overturned design decisions), not blanks to fill at the start. In v0.1 phase, leave those blanks; do not fabricate figures that look like actual measurements. §10 Design Risks and Hypotheses to Test is the only section that is allowed and should have no numbers.

Workflow C: Review Existing Documents / Ideas

Use the "AAA Ten-Dimensional Scoring Table" in 12-steam-qa-checklist.md to score each dimension (1-10, with evidence), list blocking issues for release, missing documentation, and prioritized modification suggestions. Scoring must quote the original document or missing items; avoid vague evaluations.

Stage Gates

PhaseRequired DocumentsGate (Cannot Proceed Without Passing)
Concept01 Vision, 04 Core Gameplay SkeletonCore fun validated via playable paper/prototype; all 3 core pillars agreed by entire team
Vertical Slice02, 06, 11 + at least 1 sample sheet per type (scene/character/prop/animation/dialogue)10-15 minute flow meets final quality expectations; all core systems functional; budget meets performance target
ProductionAll core documents + all asset sheetsEach asset sheet directly assignable; capacity and milestones schedulable
AlphaAll contentFeature Complete: can be played from start to finish; no placeholder systems
BetaSame as above + 12 Review TableContent Complete; zero S/A-level bugs; playthrough complete flow ×3 configurations
RC/ReleaseAll Steam checklist items in 12 checkedStore page, Deck verification, localization, age rating, save compatibility all passed

Scaffolding Script

# Initialize a complete GDD document tree (creates <GameName>_GDD/ in output directory)
python scripts/new_gdd.py init --name "Game Name" --out "D:/MyGame" --engine unity
#   --engine: unity | unreal | godot | agnostic (default)
#             ★ This is not decorative: choosing an engine actually writes the corresponding
#               exchange format/axes/collision naming/navigation/data assets/LOD standards
#   --genre: optional, game type description, written into the vision document
#   --dimension: 3d (default) | 2d (additionally creates sprites/ tilesets/ subdirectories)

# Generate a single-page document for one object (automatically placed in the correct subdirectory)
python scripts/new_gdd.py sheet --type scene --name "Abandoned Hospital" --out "D:/MyGame/GameName_GDD"
#   --type: scene | level | character | prop | animation | dialogue | system | sprite | tileset
#   --subtype: for character use player/enemy/npc (CH/EN/NPC); for prop use item/weapon (PR/WP)
#   Example: sheet --type character --subtype enemy --name "Stitcher" → characters/EN_01_Stitcher.md
#   Example: sheet --type sprite --name "HeroIdle" → sprites/SPR_01_HeroIdle.md

init also supports --dimension 2d: additionally creates sprites/, tilesets/ subdirectories (for 2D projects).

The script automatically replaces {{GAME_NAME}}, {{DATE}}, {{ENGINE}} placeholders. If the script is unavailable, manually copy templates from assets/templates/.

General Writing Conventions

  • Document Header: Every document must start with: document ID, version number, status (Draft/In Review/Locked), last updated date, owner, and related document IDs. Asset sheets also need the engine resource name (e.g., SM_Prop_HospitalWheelchair_01).
  • Quantify First: Prohibit descriptions like "feels good," "beautiful visuals," "very strong enemy" that cannot be verified. Write "8 frames (0.13s @60fps) from press to hit detection" or "Enemy HP 120, player maxed DPS 45, expected combat duration 35-45s."
  • Mark Uncertainty: Write unknown values as [TBD: reason / owner / deadline]. Do not fabricate numbers and then pretend they are certain; industry standard values can be used directly and marked "industry default, adjust after first playtest."
  • Visuals Required: Scenes, levels, and UI must include layout diagrams (ASCII floor plans, Mermaid flow/state diagrams, or references to concept art IDs); state machines, dialogue trees, and menu flows must be drawn using Mermaid; parameters and lists must be in tables.
  • Each Document Needs a DoD: Include a Definition of Done checklist at the end (checkable - [ ] items). This is the sole basis for delivery acceptance.
  • Language: Chinese for main text; technical terms, engine APIs, and resource names remain in English; dialogue scripts also reserve fields for English/other languages.
  • Document Changes via Versioning: After a document is locked, any modifications must be recorded in a change log at the end, noting version, date, and what was changed.

Delivery Requirements

  • Deliverables are Markdown files placed in the user's project directory (scaffolding directory + filled-in documents), not an outline in the chat.
  • After each delivery, prompt the user about what document to write next and which [TBD] items they need to decide.
  • Document quality standard: "A newly hired freelance artist/programmer should be able to independently produce a passable asset by reading only the corresponding single-page document."

Individual skills in this repo

This repo contains 2 individual skills — each has its own dedicated page.

huayuehua15-netizen/unity-blender-mcp

通过 MCP 自主操作 Unity 与 Blender,完成 3D 游戏资产的搜索复用、建模、清洗、导出、导入与验收全流程。核心原则是素材优先:优先从 MCP 内置素材源(Sketchfab、Poly Haven)与外部素材库(3d66 等国内站、TurboSquid、CGTrader、Kenney、Quaternius、Mixamo、AI 生成等)搜索复用现成资产,搜不到再在 Blender 自建。涵盖 MCP 工具发现与连接、bpy 自动化建模与批处理、素材审计清洗、Unity 正确 FBX 导出、Unity 导入设置(材质/LOD/碰撞/骨骼动画/Prefab)、批量导入后处理与故障排查。当用户要求用 MCP 操作 Blender 或 Unity、找 3D 模型/素材/动画、把下载素材导入 Unity、处理素材格式与授权、Blender 建模或改模、导出 FBX、搭建 Blender→Unity 管线、修复粉色材质/缩放/法线/轴/碰撞/动画异常时使用。 English: Asset-first 3D pipeline driving Unity and Blender through MCP: search and reuse existing assets, audit and clean them, export FBX, and import into Unity with correct materials, LODs, colliders, skinned animation and prefabs. Use when sourcing 3D assets, building a Blender-to-Unity pipeline, or fixing pink materials, scale, normals, axes, colliders or animation issues.

huayuehua15-netizen/unity-gameplay-dev

让 AI 通过 MCP(或命令行)自主完成 Unity 3D 单机游戏的玩法逻辑开发:从 GDD 规格到可玩、可测试、可构建的代码。覆盖 Unity 6(6000.x,第一人称、URP、UGUI、新 Input System)下的项目脚手架与代码规范、输入系统、第一人称控制器、准星交互、Animator 状态机、UI 面板栈/HUD、背包/对话/存档/对象池/音频、NavMesh 敌人 AI、Profiler 性能定位、构建发布与测试。提供可直接编译运行的 C# 框架模板(带 asmdef 与测试)和一键脚手架脚本。当用户要求在 Unity 里写玩法代码、做控制器/移动/视角、交互系统、背包/对话/存档、UI 菜单、敌人 AI、音效集成、性能优化、跑测试或出包,或把 GDD 规格落地为可玩功能时使用。与 unity-blender-mcp(资产管线)、aaa-game-gdd(设计文档)配套,不负责 3D 资产制作、不覆盖多人联机。 English: Unity 6 single-player gameplay development from GDD specs to playable, testable, buildable code: project scaffold, Input System, first-person controller, interaction, UI panel stack, inventory, dialogue, save system, object pooling, audio, NavMesh enemy AI, profiling, build and tests. Use when writing Unity gameplay code, controllers, interaction, UI, AI, or shipping a build.

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