adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill design-system --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill design-system -a windsurf -y
name: design-system description: "Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies." argument-hint: "<system-name> [--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, TaskCreate, TaskGet, TaskList, TaskUpdate, Bash(bash "*/.claude/skills/design-system/../../hooks/yaml-helper.sh" resolve_config *), Bash(bash .claude/scripts/registry.sh *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides`
Resolved above — use as-is; `--review` overrides `review_mode`. No block → defaults in `.claude/docs/config-resolution.md`.
**This skill spawns no agents** — not for a section and not for the CD-GDD-ALIGN sign-off, even when the person asks for a specialist's or "the creative director's" view: what each specialist checked is in a lens file in `references/`, and you apply it here. (The agent files exist for other skills.)
When this skill is invoked:
**Read `references/1-parse-arguments.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
**Read `references/2-gather-context.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
**Read `references/3-file-skeleton.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
**Read `references/4-section-design.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
**Read `references/5-post-design.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
The section steps look at the work through specialists' lenses (`references/lens-creative-director.md`, `references/lens-systems-designer.md`, `references/lens-qa-lead.md` and `references/lens-specialists.md`, each read when its step says); this table picks which roles' lenses a system's Section C uses. You run the flow and apply each lens yourself.
**Rows here are finer-grained than the nine `Category` values on purpose** — the right specialist for combat is not the right specialist for pathfinding, and both are `Gameplay`. Resolve in two steps: take the system's `Category` from `systems-index.md`, then pick the row within it that matches what the system actually does. Every category has at least one row, so nothing falls through.
| `Category` | Rows below to choose from | |---|---| | `Gameplay` | Combat/damage/health · AI/pathfinding/behavior · Animation/character movement · Character systems · Camera/input/controls | | `Core` | Foundation/Infrastructure · Camera/input/controls | | `Persistence` | Foundation/Infrastructure | | `Economy` | Economy/loot/crafting | | `Progression` | Progression/XP/skills | | `UI` | UI systems · Visual effects (when the system is HUD-adjacent VFX) | | `Audio` | Audio systems | | `Narrative` | Dialogue/quests/lore | | `Meta` | Foundation/Infrastructure (analytics, tutorial plumbing) · UI systems (accessibility options screens) |
If two rows fit, use the union of their Primary roles and say why.
| System type | Primary role | Supporting role(s) | |----------------|---------------|---------------------| | **Foundation/Infrastructure** (event bus, save/load, scene mgmt, service locator) | `systems-designer` | `gameplay-programmer` (feasibility), `engine-programmer` (engine integration) | | Combat, damage, health | `game-designer` | `systems-designer` (formulas), `ai-programmer` (enemy AI), `art-director` (hit feedback visual direction, VFX intent) | | Economy, loot, crafting | `economy-designer` | `systems-designer` (curves), `game-designer` (loops) | | Progression, XP, skills | `game-designer` | `systems-designer` (curves), `economy-designer` (sinks) | | Dialogue, quests, lore | `game-designer` | `narrative-director` (story), `writer` (content), `art-director` (character visual profiles, cinematic tone) | | UI systems (HUD, menus) | `game-designer` | `ux-designer` (flows), `ui-programmer` (feasibility), `art-director` (visual style direction), `technical-artist` (render/shader constraints) | | Audio systems | `game-designer` | `audio-director` (direction), `sound-designer` (specs) | | AI, pathfinding, behavior | `game-designer` | `ai-programmer` (implementation), `systems-designer` (scoring) | | Level/world systems | `game-designer` | `level-designer` (spatial), `world-builder` (lore) | | Camera, input, controls | `game-designer` | `ux-designer` (feel), `gameplay-programmer` (feasibility) | | Animation, character movement | `game-designer` | `art-director` (animation style, pose language), `technical-artist` (rig/blend constraints), `gameplay-programmer` (feel) | | Visual effects, particles, shaders | `game-designer` | `art-director` (VFX visual direction), `technical-artist` (performance budget, shader complexity), `systems-designer` (trigger/state integration) | | Character systems (stats, archetypes) | `game-designer` | `art-director` (character visual archetype), `narrative-director` (character arc alignment), `systems-designer` (stat formulas) |
**When applying a lens**:
in hand through that role, and write its view as its own block named by role
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Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT…
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration