Game Design One-Page Design Doc
v1.1.0Create 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...
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:
- One-page PDF — the shareable, visually designed version
- One-page markdown doc — the editable text version
- 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 —
#00C8A0for 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:
titleidentity_mantradesign_pillars(array, 2–4 items)summaryfeatures(array, 3–6 items)interfaceart_stylemusic_soundplatformaudiencemilestones(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.mdfor the distilled source principles and section modelreferences/example-input.jsonfor 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.
