### Design System
Works with
description: "Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies,
argument-hint: "<system-name> [--review full|lean|solo]"
allowed-tools: Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiondesign-systemExecute the skills CLI command in your project's root directory to begin installation:
Fetches design-system from Donchitos/Claude-Code-Game-Studios and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate design-system. Access via /design-system in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Automate repetitive workflows and reduce manual effort
Example
Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Learn new skills, understand complex topics, get expert guidance
Example
Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
0
total installs
0
this week
10.7K
GitHub stars
0
upvotes
Run in your terminal
0
installs
0
this week
10.7K
stars
| name | design-system |
| description | "Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file." |
| argument-hint | "<system-name> [--review full|lean|solo]" |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, Task, AskUserQuestion, TodoWrite |
When this skill is invoked:
Resolve the review mode (once, store for all gate spawns this run):
--review [full|lean|solo] was passed → use thatproduction/review-mode.txt → use that valueleanSee .claude/docs/director-gates.md for the full check pattern.
A system name or retrofit path is required. If missing:
design/gdd/systems-index.md exists.AskUserQuestion:
[A] Yes — design [system-name] / [B] Pick a different system / [C] Stop here"Usage:
/design-system <system-name>— e.g.,/design-system movementOr to fill gaps in an existing GDD:/design-system retrofit design/gdd/[system-name].mdNo systems index found. Run/map-systemsfirst to map your systems and get the design order."
Detect retrofit mode:
If the argument starts with retrofit or the argument is a file path to an
existing .md file in design/gdd/, enter retrofit mode:
[To be designed] or
equivalent — blank, a single line, or obviously incomplete).## Retrofit: [System Name]
File: design/gdd/[filename].md
Sections already written (will not be touched):
✓ [section name]
✓ [section name]
Missing or incomplete sections (will be authored):
✗ [section name] — missing
✗ [section name] — placeholder only
[To be designed] placeholders or empty section bodies.If NOT in retrofit mode, normalize the system name to kebab-case for the
filename (e.g., "combat system" becomes combat-system).
Read all relevant context before asking the user anything. This is the skill's primary advantage over ad-hoc design — it arrives informed.
design/gdd/game-concept.md — fail if missing:
"No game concept found. Run
/brainstormfirst."
design/gdd/systems-index.md — fail if missing:
"No systems index found. Run
/map-systemsfirst to map your systems."
"[system-name] is not in the systems index. Would you like to add it, or design it as an off-index system?"
design/registry/entities.yaml if it exists.
Extract all entries referenced by or relevant to this system (grep
referenced_by.*[system-name] and source.*[system-name]). Hold these
in context as known facts — values that other GDDs have already
established and this GDD must not contradict.docs/consistency-failures.md if it exists.
Extract entries whose Domain matches this system's category. These are
recurring conflict patterns — present them under "Past failure patterns"
in the Phase 2d context summary so the user knows where mistakes have
occurred before in this domain.From the systems index, identify:
For each dependency GDD that exists, extract and hold in context:
design/gdd/game-pillars.md if it existsdesign/gdd/[system-name].md if it exists (resume, don't
restart from scratch)design/gdd/*.md and read any that are thematically related
(e.g., if designing a system that overlaps with another in scope, read the related GDD
even if it's not a formal dependency)Before starting design work, present a brief summary to the user:
Designing: [System Name]
- Priority: [from index] | Layer: [from index]
- Depends on: [list, noting which have GDDs vs. undesigned]
- Depended on by: [list, noting which have GDDs vs. undesigned]
- Existing decisions to respect: [key constraints from dependency GDDs]
- Pillar alignment: [which pillar(s) this system primarily serves]
- Known cross-system facts (from registry):
- [entity_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [item_name]: [attribute]=[value], [attribute]=[value] (owned by [source GDD])
- [formula_name]: variables=[list], output=[min–max] (owned by [source GDD])
- [constant_name]: [value] [unit] (owned by [source GDD]) (These values are locked — if this GDD needs different values, surface the conflict before writing. Do not silently use different numbers.)
If no registry entries are relevant: omit the "Known cross-system facts" section.
If any upstream dependencies are undesigned, warn:
"[dependency] doesn't have a GDD yet. We'll need to make assumptions about its interface. Consider designing it first, or we can define the expected contract and flag it as provisional."
Before asking the user to begin designing, load engine context and surface any constraints or knowledge gaps that will shape the design.
Step 1 — Determine the engine domain for this system: Map the system's category (from systems-index.md) to an engine domain:
| System Category | Engine Domain |
|---|---|
| Combat, physics, collision | Physics |
| Rendering, visual effects, shaders | Rendering |
| UI, HUD, menus | UI |
| Audio, sound, music | Audio |
| AI, pathfinding, behavior trees | Navigation / Scripting |
| Animation, IK, rigs | Animation |
| Networking, multiplayer, sync | Networking |
| Input, controls, keybinding | Input |
| Save/load, persistence, data | Core |
| Dialogue, quests, narrative | Scripting |
Step 2 — Read engine context (if available):
.claude/docs/technical-preferences.md to identify the engine and versiondocs/engine-reference/[engine]/VERSION.mddocs/engine-reference/[engine]/modules/[domain].md if it existsdocs/engine-reference/[engine]/breaking-changes.md for domain-relevant entriesdocs/architecture/adr-*.md and read any ADRs whose domain matches
(check the Engine Compatibility table's "Domain" field)Step 3 — Present the Feasibility Brief:
If engine reference docs exist, present before starting design:
## Technical Feasibility Brief: [System Name]
Engine: [name + version]
Domain: [domain]
### Known Engine Capabilities (verified for [version])
- [capability relevant to this system]
- [capability 2]
### Engine Constraints That Will Shape This Design
- [constraint from engine-reference or existing ADR]
### Knowledge Gaps (verify before committing to these)
- [post-cutoff feature this design might rely on — mark HIGH/MEDIUM risk]
### Existing ADRs That Constrain This System
- ADR-XXXX: [decision summary] — means [implication for this GDD]
(or "None yet")
If no engine reference docs exist (engine not yet configured), show a short note:
"No engine configured yet — skipping technical feasibility check. Run
/setup-enginebefore moving to architecture if you haven't already."
Step 4 — Ask before proceeding:
Use AskUserQuestion:
Use AskUserQuestion:
Once the user confirms, immediately create the GDD file with empty section headers. This ensures incremental writes have a target.
Use the template structure from .claude/docs/templates/game-design-document.md:
# [System Name]
> **Status**: In Design
> **Author**: [user + agents]
> **Last Updated**: [today's date]
> **Implements Pillar**: [from context]
## Overview
[To be designed]
## Player Fantasy
[To be designed]
## Detailed Design
### Core Rules
[To be designed]
### States and Transitions
[To be designed]
### Interactions with Other Systems
[To be designed]
## Formulas
[To be designed]
## Edge Cases
[To be designed]
## Dependencies
[To be designed]
## Tuning Knobs
[To be designed]
## Visual/Audio Requirements
[To be designed]
## UI Requirements
[To be designed]
## Acceptance Criteria
[To be designed]
## Open Questions
[To be designed]
Ask: "May I create the skeleton file at design/gdd/[system-name].md?"
After writing, update production/session-state/active.md:
File content:
Walk through each section in order. For each section, follow this cycle:
Context -> Questions -> Options -> Decision -> Draft -> Approval -> Write
Context: State what this section needs to contain, and surface any relevant decisions from dependency GDDs that constrain it.
Questions: Ask clarifying questions specific to this section. Use
AskUserQuestion for constrained questions, conversational text for open-ended
exploration.
Options: Where the section involves design choices (not just documentation),
present 2-4 approaches with pros/cons. Explain reasoning in conversation text,
then use AskUserQuestion to capture the decision.
Decision: User picks an approach or provides custom direction.
Draft: Write the section content in conversation text for review. Flag any provisional assumptions about undesigned dependencies.
Approval: Immediately after the draft — in the SAME response — use
AskUserQuestion. NEVER use plain text. NEVER skip this step.
[A] Approve — write it to file / [B] Make changes — describe what to fix / [C] Start overThe draft and the approval widget MUST appear together in one response. If the draft appears without the widget, the user is left at a blank prompt with no path forward — this is a protocol violation.
Write: Use the Edit tool to replace the placeholder with the approved content.
CRITICAL: Always include the section heading in the old_string to ensure
uniqueness — never match [To be designed] alone, as multiple sections use the
same placeholder and the Edit tool requires a unique match. Use this pattern:
old_string: "## [Section Name]\n\n[To be designed]"
new_string: "## [Section Name]\n\n[approved content]"
Confirm the write.
Registry conflict check (Sections C and D only — Detailed Design and Formulas): After writing, scan the section content for entity names, item names, formula names, and numeric constants that appear in the registry. For each match:
"Registry conflict: [name] is registered in [source GDD] as [registry_value]. This section just wrote [new_value]. Which is correct?"
After writing each section, update production/session-state/active.md with the
completed section name. Use Glob to check if the file exists — use Write to create
it if absent, Edit to update it if present.
Each section has unique design considerations and may benefit from specialist agents:
Goal: One paragraph a stranger could read and understand.
Derive recommended options before building the widget: Read the system's category and layer from the systems index (already in context from Phase 2), then determine the recommended option for each tab:
[A] recommended. Player-facing categories (Combat, UI, Dialogue, Character, Animation, Visual Effects, Audio) → [C] Both recommended.docs/architecture/adr-*.md and grep for the system name in the GDD Requirements section of any ADR. If a matching ADR is found → [A] Yes — cite the ADR recommended. If none found → [B] No recommended.[B] No recommended. All other categories → [A] Yes recommended.Append (Recommended) to the appropriate option text in each tab.
Framing questions (ask BEFORE drafting): Use AskUserQuestion with a multi-tab widget:
[A] As a data/infrastructure layer (technical framing) / [B] Through its player-facing effect (design framing) / [C] Both — describe the data layer and its player impact[A] Yes — cite the ADR for implementation details / [B] No — keep the GDD at pure design level[A] Yes — players feel it directly / [B] No — pure infrastructure, players feel what it enablesUse the user's answers to shape the draft. Do NOT answer these questions yourself and auto-draft.
Questions to ask:
Cross-reference: Check that the description aligns with how the systems index describes it. Flag discrepancies.
Design vs. implementation boundary: Overview questions must stay at the behavior
level — what the system does, not how it is built. If implementation questions
arise during the Overview (e.g., "Should this use an Autoload singleton or a signal
bus?"), note them as "→ becomes an ADR" and move on. Implementation patterns belong
in /architecture-decision, not the GDD. The GDD describes behavior; the ADR
describes the technical approach used to achieve it.
Goal: The emotional target — what the player should feel.
Derive recommended option before building the widget: Read the system's category and layer from Phase 2 context:
[A] Direct recommended[B] Indirect recommended[C] Both recommendedAppend (Recommended) to the appropriate option text.
Framing question (ask BEFORE drafting): Use AskUserQuestion:
[A] Direct — player actively uses or feels this system / [B] Indirect — player experiences the effects, not the system / [C] Both — has a direct interaction layer and infrastructure beneath itUse the answer to frame the Player Fantasy section appropriately. Do NOT assume the answer.
Questions to ask:
Cross-reference: Must align with the game pillars. If the system serves a pillar, quote the relevant pillar text.
Agent delegation (MANDATORY): After the framing answer is given but before drafting,
spawn creative-director via Task:
Do NOT draft Section B without first consulting creative-director. The framing
answer tells us what kind of fantasy it is; the creative-director shapes how it's
described — tone, language, the specific player moment to anchor to.
Goal: Unambiguous specification a programmer could implement without questions.
This is usually the largest section. Break it into sub-sections:
Questions to ask:
Agent delegation (MANDATORY): Before drafting Section C, spawn specialist agents via Task in parallel:
AskUserQuestionDo NOT draft Section C without first consulting the appropriate specialists. A systems-designer reviewing rules and mechanics will catch design gaps the main session cannot.
Cross-reference: For each interaction listed, verify it matches what the dependency GDD specifies. If a dependency defines a value or formula and this system expects something different, flag the conflict.
Goal: Every mathematical formula, with variables defined, ranges specified, and edge cases noted.
Completion Steering — always begin each formula with this exact structure:
The [formula_name] formula is defined as:
`[formula_name] = [expression]`
**Variables:**
| Variable | Symbol | Type | Range | Description |
|----------|--------|------|-------|-------------|
| [name] | [sym] | float/int | [min–max] | [what it represents] |
**Output Range:** [min] to [max] under normal play; [behaviour at extremes]
**Example:** [worked example with real numbers]
Do NOT write [Formula TBD] or describe a formula in prose without the variable
table. A formula without defined variables cannot be implemented without guesswork.
Questions to ask:
Agent delegation (MANDATORY): Before proposing any formulas or balance values, spawn specialist agents via Task in parallel:
systems-designer: provide Core Rules from Section C, tuning goals from user, balance context from dependency GDDs. Ask them to propose formulas with variable tables and output ranges.economy-designer: provide placement costs, upgrade cost intent, and progression goals. Ask them to validate cost curves and ratios.AskUserQuestionCross-reference: If a dependency GDD defines a formula whose output feeds into this system, reference it explicitly. Don't reinvent — connect.
Goal: Explicitly handle unusual situations so they don't become bugs.
Completion Steering — format each edge case as:
Example (adapt terminology to the game's domain):
Do NOT write vague entries like "handle appropriately" — each must name the exact condition and the exact resolution. An edge case without a resolution is an open design question, not a specification.
Questions to ask:
Agent delegation (MANDATORY): Spawn systems-designer via Task before finalising edge cases. Provide: the completed Sections C and D, and ask them to identify edge cases from the formula and rule space that the main session may have missed. For narrative systems, also spawn narrative-director. Present their findings and ask the user which to include.
Cross-reference: Check edge cases against dependency GDDs. If a dependency defines a floor, cap, or resolution rule that this system could violate, flag it.
Goal: Map every system connection with direction and nature.
This section is partially pre-filled from the con
Prerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
JuliusBrussee/caveman
JuliusBrussee/caveman
whyashthakker/agent-skills-marketing
JuliusBrussee/caveman
whyashthakker/agent-skills-marketing
vercel-labs/skills
design-system reduced setup friction for our internal harness; good balance of opinion and flexibility.
Keeps context tight: design-system is the kind of skill you can hand to a new teammate without a long onboarding doc.
Solid pick for teams standardizing on skills: design-system is focused, and the summary matches what you get after install.
I recommend design-system for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
I recommend design-system for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Useful defaults in design-system — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
design-system fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
design-system is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Registry listing for design-system matched our evaluation — installs cleanly and behaves as described in the markdown.
We added design-system from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
showing 1-10 of 74