quick-design

Classify small gameplay changes and draft Quick Design Specs.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill quick-design-xganqaq
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: quick-design
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/quick-design
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill quick-design-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents small but important gameplay or balance changes from turning into messy, undocumented work by forcing a lightweight, consistent design rationale instead of requiring a full GDD every time.

Core Features & Use Cases

  • Change classification: Determines whether the request is Tuning, Tweak, Addition, or a New Small System so the output matches the change size and risk.
  • Context scanning: Locates the most relevant GDD sections, checks prior quick specs to avoid contradictions, and (for tuning) identifies the data file where values live.
  • Quick spec drafting + safe approval flow: Produces a Quick Design Spec and asks before writing or modifying GDD content, ensuring changes remain low-risk and well-scoped.
  • Story-ready handoff: Files the result under design/quick-specs and prepares it for later validation before implementation.

Quick Start

Run the quick-design skill and describe your intended small change in one sentence so it can classify it, scan the relevant GDD context, and draft a Quick Design Spec ready to file.

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 design spec for small gameplay changes without full GDD overhead?▼

To write a design spec for small gameplay changes without full GDD overhead, use a lightweight classification approach that categorizes the change as tuning, tweak, addition, or new small system, then drafts a quick spec that embeds directly into story files.

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 implementing small gameplay additions, balance tuning, or tweaks that fit a short implementation scope and do not carry enough risk to warrant full GDD documentation overhead.

How do I document balance tuning changes and ensure they do not contradict prior design specs?▼

To document balance tuning changes and avoid contradictions with prior design specs, run a context scan that locates relevant GDD sections, checks existing quick specs, identifies the data file where values live, and drafts a safe approval flow before writing.

Can I update the main game design document when drafting a quick spec for a small system?▼

Yes, you can update the main game design document when drafting a quick spec for a small system, but the workflow uses a guarded approval flow that explicitly asks for permission before writing or modifying any GDD content to keep changes low-risk.

What is the best way to hand off small gameplay design rationale to developers?▼

The best way to hand off small gameplay design rationale to developers is to file the finalized quick spec under a dedicated design directory, preparing the lightweight document for later validation before implementation begins.

Does this quick spec workflow work for large new game systems?▼

No, this quick spec workflow does not work for large new game systems because it is explicitly built for small additions and balance tweaks that fit a short implementation scope, intentionally preventing messy undocumented work without requiring full GDD overhead.