Game Design One-Page Design Doc

v1.1.0

Create a concise one-page game design document and export it as both markdown and PDF. Use when a user wants a one-page design doc, one-pager, pitchable desi...

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byStanislav Stankovic@stanestane

Game Design One-Page Design Doc

Create a one-page game design document that is readable, decision-useful, and visually polished — exportable as a PDF that looks like a real product.

Use this skill when the user wants a compact game design summary rather than a bloated GDD. The output is designed to be passed around in meetings, dropped in Slack, or emailed to publishers without embarrassment.

Read references/family-conventions.md when you want the shared style and prioritization rules for this game-design skill family. Read references/source-notes.md when you want the distilled takeaways from the reference template and the GDC talk overview.

Core principle

A one-page design doc is not a small bad GDD. It is a compressed communication tool.

It should:

  • state what the game is
  • state why it is interesting
  • state what feeling or fantasy it is chasing
  • state the core features and interaction model
  • state enough production framing to make it actionable

It should not:

  • try to explain every subsystem
  • drown the reader in lore
  • use vague slogans instead of specifics
  • hide the real game behind marketing fluff

What to produce

Produce:

  1. One-page PDF — the shareable, visually designed version
  2. One-page markdown doc — the editable text version
  3. Structured source JSON — the intermediate data used for rendering

Visual design

The PDF renderer (scripts/render_one_page_gdd.py) produces a professional dark-theme layout:

  • Dark background — near-black navy #0F111A, with a lighter panel for the header
  • Teal accent colour#00C8A0 for rules, section headings, pillar tag nubs, and bullet markers
  • Pillar tags — design pillars rendered as pill-shaped labels with a teal left accent in the header
  • Two-column body — left column for mechanics-heavy content, right column for production/aesthetic content
  • Section rules — a teal horizontal rule above each section label
  • Poppins typeface — used when available (falls back to Liberation Sans or DejaVu)
  • Branded footer — document label on the left, game title on the right

The renderer uses ReportLab (vector PDF — real text, not a raster image), making the output searchable, copy-pasteable, and print-sharp.

Font requirements

The renderer searches for fonts in standard system locations automatically:

  • Linux: /usr/share/fonts/truetype/google-fonts/, /usr/share/fonts/truetype/liberation/
  • macOS: ~/Library/Fonts/, /Library/Fonts/
  • Windows: C:/Windows/Fonts/

Preferred: Poppins (Bold, Medium, Regular, Light) from fonts.google.com
Fallback: Liberation Sans (included in most Linux systems)

Dependencies

pip install reportlab

Default section structure

Left column:

  • Genre / Story / Mechanics Summary
  • Key Features
  • Interface & Controls

Right column:

  • Art Style
  • Music & Sound
  • Roadmap / Launch Criteria (includes platform, audience, milestones, launch date)

Header band:

  • Game title
  • Identity / Mantra (subtitle)
  • Design Pillars (as pill tags)

Process

1. Clarify the design input

Collect or infer the minimum needed:

  • game title or working title
  • game identity / mantra
  • 2 to 3 design pillars
  • concise gameplay/story/mechanics summary
  • 3 to 6 key features
  • input / interface model
  • art references or aesthetic direction
  • sound direction or emotional audio goals
  • platform
  • target audience
  • milestone plan or launch criteria

If the user gives messy notes, compress them rather than asking endless questions.

2. Write for one-page density

Keep each section tight.

Guidelines:

  • prefer short bullets over dense paragraphs
  • keep pillars punchy (2–4 words each)
  • keep the summary to a compact paragraph
  • keep features to the strongest few, not every idea
  • make roadmap milestones concrete enough to be useful
  • write like the doc will be skimmed in under two minutes

3. Preserve design clarity over style fluff

If the concept is fuzzy:

  • choose clarity over hype
  • expose contradictions instead of smoothing them over
  • keep claims grounded in actual mechanics or fantasy

4. Build the structured source JSON

Write a JSON file matching the renderer schema.

Expected fields:

  • title
  • identity_mantra
  • design_pillars (array, 2–4 items)
  • summary
  • features (array, 3–6 items)
  • interface
  • art_style
  • music_sound
  • platform
  • audience
  • milestones (array)
  • launch_day

See references/example-input.json for a worked example.

5. Render markdown and PDF

# Install dependency first if needed:
pip install reportlab

# Render:
python scripts/render_one_page_gdd.py --input <slug>.json --md <slug>.md --pdf <slug>.pdf

The renderer auto-discovers fonts. If content is too long, shorten the copy before rerendering — do not try to fit more by cramming.

6. Check fit and trim aggressively

Before finalizing, verify:

  • the concept is legible at a glance
  • the features list is not overstuffed
  • the PDF still feels like a one-pager (not wall-to-wall text)
  • the roadmap is realistic enough to be useful
  • the strongest idea is visible immediately

If the PDF looks crowded, shorten the writing. If there is too much whitespace, the document is probably well-scoped — do not pad it.

Output expectations

By default, create files in the current working directory or a user-specified target folder:

  • <slug>.json
  • <slug>.md
  • <slug>.pdf

Use a slug based on the game title when naming files.

Response structure

When using this skill, report:

  • where the JSON, markdown, and PDF files were written
  • any sections that had to be compressed heavily
  • any major ambiguities or contradictions you preserved or surfaced

References

Read these when useful:

  • references/source-notes.md for the distilled source principles and section model
  • references/example-input.json for renderer input shape and field conventions

Working principle

If a team cannot explain the game on one page, the design is probably not clear enough yet.

Use this skill to produce a one-pager people can actually read, discuss, and pass around.

Version tags

latestvk978bd1wnvzg0p5kt1wfs0khgx85pzhs