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Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill quick-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/quick-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
name: quick-design description: "Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files." argument-hint: "[brief description of the change]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion model: sonnet
This is the **lightweight design path** for changes that don't need a full GDD. Full GDD authoring via `/design-system` is the heavyweight path. Use this skill for work under approximately 4 hours of implementation — tuning adjustments, minor behavioral tweaks, small additions to existing systems, or standalone features too small to warrant a full document.
**Output:** `design/quick-specs/[name]-[date].md`
**When to run:** Anytime a change is too small for `/design-system` but too meaningful to implement without a written rationale.
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First, read the argument and determine which category this change falls into:
behavioral change (most minimal path). Example: "increase jump height from 5 to 6 units", "reduce enemy patrol speed by 10%".
new states, branches, or systems. Example: "make dash invincible on frame 1", "allow combo to cancel into roll".
1-2 new states or interactions. Example: "add a parry window to the block mechanic", "add a charge variant to the basic attack".
existing GDD and is under approximately one week of implementation work. Example: "achievement popup system", "simple day/night visual cycle".
If the change does NOT fit these categories — it introduces a new system with significant cross-system dependencies, requires more than one week of implementation, or fundamentally alters an existing system's core rules — stop and redirect to `/design-system` instead.
If there is no argument, ask the user to describe the change (plain text prompt), then classify it using the criteria above.
Present the inferred classification using `AskUserQuestion`:
If [F]: stop. Verdict: **REDIRECTED** — use `/design-system` for this change. Otherwise: proceed with the selected type.
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Before drafting anything, read the relevant context:
sections that this change would affect.
understand where this system sits in the dependency graph and what tier it belongs to. If it does not exist, note "No systems index found — skipping dependency tier check." and continue.
system — avoid contradicting them.
holds the relevant values.
Report what was found: "Found GDD at [path]. Relevant section: [section name]. No conflicting quick specs found." (or note any conflicts found.)
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Use the appropriate spec format for the change category.
Produce a single table:
# Quick Design Spec: [Title] **Type**: Tuning **System**: [System name] **GDD Reference**: `design/gdd/[filename].md` — Tuning Knobs section **Date**: [today] ## Change | Parameter | Old Value | New Value | Rationale | |-----------|-----------|-----------|-----------| | [param] | [old] | [new] | [why] | ## Tuning Knob Mapping Maps to GDD Tuning Knob: [knob name and its documented range]. New value is [within / at the edge of / outside] the documented range. [If outside: explain why the range should be extended.] ## Acceptance Criteria - [ ] [Parameter] reads [new value] from `assets/data/[file]` - [ ] Behavior difference is observable in [specific context] - [ ] No regression in [related behavior]
# Quick Design Spec: [Title] **Type**: [Tweak / Addition] **System**: [System name] **GDD Reference**: `design/gdd/[filename].md` **Date**: [today] ## Change Summary [1-2 sentences describing what changes and why.] ## Motivation [Why is this change needed? What player experience problem does it solve? Reference the relevant MDA aesthetic or player feedback if applicable.] ## Design Delta Current GDD says (quoting `design/gdd/[filename].md`, [section]): > [exact quote of the relevant rule or description] This spec changes that to: [New rule or description, written with the same precision as a GDD Detailed Rules section. A programmer should be able to implement from this text alone.] ## New Rules / Values [Full unambiguous statement of the replacement content. If this introduces new states, list them. If it introduces new parameters, define their ranges.] ## Affected Systems | System | Impact | Action Required | |--------|--------|-----------------| | [system] | [how it is affected] | [update GDD / update data file / no action] | ## Acceptance Criteria - [ ] [Specific, testable criterion 1] - [ ] [Specific, testable criterion 2] - [ ] [Specific, testable criterion 3] - [ ] No re
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Repo: Donchitos/Claude-Code-Game-Studios
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