quick-design

Generate lightweight game design specs with acceptance criteria for small changes.

Updated Jul 16, 2026
One-click install
npx skills add https://github.com/johnatas-henrique/overdrive --skill quick-design-johnatas-henrique
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: quick-design
Source: https://github.com/johnatas-henrique/overdrive/tree/main/.opencode/skills/quick-design
Command: npx skills add https://github.com/johnatas-henrique/overdrive --skill quick-design-johnatas-henrique

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill eliminates the time-consuming overhead of writing full Game Design Documents (GDDs) for small, low-risk game changes, letting designers and developers move faster on minor tweaks, balance adjustments, and small new mechanics.

Core Features & Use Cases

  • Change Classification: Automatically categorizes small changes (tuning, tweaks, additions, small new systems) to ensure only appropriate work uses this lightweight path.
  • Context-Aware Spec Drafting: Scans existing GDDs and prior quick specs to avoid contradictions and align new changes with established game rules.
  • Structured Output: Generates formatted quick design specs with acceptance criteria, tuning knobs, and GDD reference mapping that can be directly embedded into implementation stories.
  • Use Case: For a 90s F1-style racing game like Overdrive, use this Skill to quickly spec a jump height tuning or a small new achievement system without authoring a full GDD.

Quick Start

Invoke the quick-design skill with a brief description of your small game change to generate a ready-to-use lightweight design spec.

Frequently Asked Questions about quick-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a game design spec for small mechanic tweaks without a full GDD?▼

To write a game design spec for small mechanic tweaks without a full GDD, use a lightweight design documentation process that categorizes low-risk changes and outputs structured quick specs with acceptance criteria. This eliminates the overhead of authoring full Game Design Documents for minor tuning adjustments.

When do I need a quick design spec instead of a full Game Design Document?▼

You need a quick design spec instead of a full Game Design Document when handling small, low-risk game development changes under one week of implementation work. This includes tuning adjustments, minor mechanic tweaks, small system additions, and standalone features.

How do I generate design documentation that aligns with existing GDDs?▼

To generate design documentation that aligns with existing GDDs, use a context-aware spec drafting tool that scans your established game rules and prior quick specs. This prevents contradictions and ensures new mechanic tweaks map directly to your current design framework.

Can I include acceptance criteria in lightweight game design specs for implementation stories?▼

Yes, you can include acceptance criteria in lightweight game design specs for implementation stories. A quick spec generates formatted documents with acceptance criteria, tuning knobs, and GDD reference mapping that can be directly embedded into your development workflow.

What is the best way to document small game tuning adjustments?▼

The best way to document small game tuning adjustments is to use a lightweight spec that classifies the change and produces structured outputs. This approach avoids the unnecessary overhead of full GDD authoring while maintaining proper tuning knobs and GDD reference mapping.

Does the quick spec format work for adding small new systems to a game?▼

Yes, the quick spec format works for adding small new systems to a game, provided the implementation work takes under one week. It automatically categorizes these small system additions to ensure only appropriate, low-risk changes use this lightweight documentation path.