Generate and edit Draw.io, Mermaid, and Excalidraw diagrams from natural language using a structured JSON spec.
Design & media
Game Design One-Page Design Doc
Try itCreate 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...
What it does
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.
The skill document
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 .json --md .md --pdf .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:
.json.md.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.
Related skills
Find why your productivity system keeps failing, then apply the smallest fix — capacity math, bottleneck routing, durable local notes.
Join a video meeting as an AI bot with voice, avatar, and screenshare across four operating modes.
Fetch raw ad creative, app, ranking, and revenue data from AdMapix as structured JSON.
Stores durable facts in a categorized, plain-markdown vault on disk, alongside your agent's built-in memory.
Write, debug, and tune Playwright specs with locator strategy, trace diagnosis, and CI-aware timeouts.
More from stanestane
Browse all skillsAudit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the...
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a ga...
Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-sessi...
Audit a video game pitch deck, publisher deck, funding deck, or investor-facing game presentation for clarity, structure, persuasiveness, visual readability,...
Audit a game, feature, live-ops system, progression loop, social feature, or monetization surface using a Self-Determination Theory-inspired motivation frame...
Help a beginner or early-stage game team estimate the likely budget for a game concept based on scope, target milestone, current team, skill coverage, work m...