
THE ULTIMATE ARTIST BRANDING TOOLKIT
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Convert a game concept into a structured Game Design Document (GDD).Input: game idea/one-liner, genre, platform, target player, scope (solo/small team/AAA), reference games, length of document requested.Structure to fill:1. Elevator pitch (2 sentences) + "why now" (market/timeline hook).2. Vision pillars: 3-5 principles every design decision must satisfy (e.g. "every system readable in 30 seconds", "risk/reward always explicit").3. Core loop (10-30 seconds) and meta loop (session-level) drawn as a short text diagram; state the "fun moment" each loop produces.4. Pillars -> mechanics mapping: each pillar with 3 mechanics/models that deliver it.5. Progression: XP/economy curves in a table (level, time to next, unlock), and friction points.6. Content scope table: maps, enemies, items, quests - volumetric estimates.7. Risks: the 3 hardest problems, prototype milestones (month 1/3/6) to de-risk each.8. Vertical slice specification: what 5 minutes of the game look like at milestone 1.Output the full GDD in that order; mark with [DECIDE] where the concept is still open and give 2 options each.
Convert a game concept into a structured Game Design Document (GDD).Input: game idea/one-liner, genre, platform, target player, scope (solo/small team/AAA), reference games, length of document requested.Structure to fill:1. Elevator pitch (2 sentences) + "why now" (market/timeline hook).2. Vision pillars: 3-5 principles every design decision must satisfy (e.g. "every system readable in 30 seconds", "risk/reward always explicit").3. Core loop (10-30 seconds) and meta loop (session-level) drawn as a short text diagram; state the "fun moment" each loop produces.4. Pillars -> mechanics mapping: each pillar with 3 mechanics/models that deliver it.5. Progression: XP/economy curves in a table (level, time to next, unlock), and friction points.6. Content scope table: maps, enemies, items, quests - volumetric estimates.7. Risks: the 3 hardest problems, prototype milestones (month 1/3/6) to de-risk each.8. Vertical slice specification: what 5 minutes of the game look like at milestone 1.Output the full GDD in that order; mark with [DECIDE] where the concept is still open and give 2 options each.
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