Align brainstorm workflow with Codex input schema
This commit is contained in:
@@ -4,9 +4,8 @@ This document defines the standard gate prompts for all director and lead review
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across every workflow stage. Skills reference gate IDs from this document instead
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of embedding full prompts inline — eliminating drift when prompts need updating.
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**Scope**: All 7 production stages (Concept → Release), all shared director
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custom agents, and all key Tier 2 leads. Any skill, team orchestrator, or
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workflow may invoke these gates.
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**Scope**: All 7 production stages (Concept → Release), all 3 Tier 1 directors,
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all key Tier 2 leads. Any skill, team orchestrator, or workflow may invoke these gates.
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---
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@@ -19,31 +18,15 @@ Spawn `creative-director` via Codex custom-agent delegation using gate
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**CD-PILLARS** from `references/studio-docs/director-gates.md`.
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```
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The matching custom agent must already be installed in the target project at
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`.codex/agents/<agent-name>.toml`. The target project should also have a root
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`AGENTS.md` installed from `project-template/AGENTS.md`; this is the shared
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project guide used by Codex and bundled custom agents. The plugin source copies
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for agents live in `runtime/agents/`; run
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`python3 scripts/install_codex_runtime.py <target-project>` from the plugin root
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if the target project is missing the agents or root guide. Pass the context
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listed under that gate's **Context to pass** field, then handle the verdict
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using the **Verdict handling** rules below.
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Director names are Codex custom agent names. Do not recreate them by pasting
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profile text into a generic default agent.
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Pass the context listed under that gate's **Context to pass** field, then handle
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the verdict using the **Verdict handling** rules below.
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---
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## Review Modes
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Review intensity controls whether director and lead **review gates** run. It is
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not a global switch for all custom-agent or subagent usage: a future team
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workflow may still call specialist agents as part of its core work. Apply
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review mode only to gate invocations such as `CD-PILLARS`, `TD-FEASIBILITY`,
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`PR-SCOPE`, and the `*-PHASE-GATE` checks.
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Review intensity can be set globally (persists across sessions) or overridden
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per skill run.
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Review intensity controls whether director gates run. It can be set globally
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(persists across sessions) or overridden per skill run.
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**Global config**: `production/review-mode.txt` — one word: `full`, `lean`, or `solo`.
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Set once during `/start`. Edit the file directly to change it at any time.
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@@ -55,14 +38,14 @@ Examples:
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```
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/brainstorm space horror → uses global mode
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/brainstorm space horror --review full → forces full mode this run
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/architecture-decision --review solo → skips review gates this run
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/architecture-decision --review solo → skips all gates this run
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```
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| Mode | What runs | Best for |
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|------|-----------|----------|
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| `full` | All key director / lead review gates call their custom agents | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | Only PHASE-GATE review gates such as `/gate-check` call directors; ordinary per-skill review gates are skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | All director review gates are skipped | Game jams, prototypes, maximum speed |
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| `full` | All gates active — every workflow step reviewed | Teams, learning users, or when you want thorough director feedback at every step |
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| `lean` | PHASE-GATEs only (`/gate-check`) — per-skill gates skipped | **Default** — solo devs and small teams; directors review at milestones only |
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| `solo` | No director gates anywhere | Game jams, prototypes, maximum speed |
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**Check pattern — apply before every gate spawn:**
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@@ -73,9 +56,8 @@ Before spawning gate [GATE-ID]:
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3. Else default to lean
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Apply the resolved mode:
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- solo → skip all director / lead review gates. Note: "[GATE-ID] skipped — Solo mode"
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- lean → skip ordinary per-skill review gates; only run PHASE-GATE checks
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(CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- solo → skip all gates. Note: "[GATE-ID] skipped — Solo mode"
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- lean → skip unless this is a PHASE-GATE (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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Note: "[GATE-ID] skipped — Lean mode"
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- full → spawn as normal
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```
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@@ -90,20 +72,15 @@ Apply the resolved mode:
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3. Else default to `lean`
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Apply the resolved mode:
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- `full` → **spawn all key director / lead review gates** as described by the skill.
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- `lean` → **spawn only PHASE-GATE review gates** such as `/gate-check`
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(CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Skip ordinary
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per-skill review gates and note: `[GATE-ID] skipped — Lean mode`
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- `solo` → **skip all director review gates**. Note in output:
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`[GATE-ID] skipped — Solo mode`
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- `solo` → **skip all gates**. Note in output: `[GATE-ID] skipped — Solo mode`
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- `lean` → **skip unless this is a PHASE-GATE** (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE). Note: `[GATE-ID] skipped — Lean mode`
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- `full` → spawn as normal
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```
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# Apply mode check, then:
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Spawn `[agent-name]` via Codex custom-agent delegation:
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- Gate: [GATE-ID] (see references/studio-docs/director-gates.md)
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- Custom agent file: .codex/agents/[agent-name].toml in the target project
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- Context: [fields listed under that gate]
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- Codex fork_context: false unless full thread context is required
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- Await the verdict before proceeding.
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```
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@@ -111,9 +88,8 @@ For parallel spawning (multiple directors at the same gate point):
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```
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# Apply mode check for each gate first, then spawn all that survive:
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Spawn all [N] custom agents simultaneously via Codex subagent delegation. Issue
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all subagent requests before waiting for any result. Collect all verdicts before
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proceeding.
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Spawn all [N] agents simultaneously via Codex custom-agent delegation — issue all custom-agent requests before
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waiting for any result. Collect all verdicts before proceeding.
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```
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---
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@@ -125,7 +101,7 @@ All gates return one of three verdicts. Skills must handle all three:
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| Verdict | Meaning | Default action |
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|---------|---------|----------------|
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| **APPROVE / READY** | No issues. Proceed. | Continue the workflow |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via a structured prompt when available, or ask directly in chat: `Revise flagged items` / `Accept and proceed` / `Discuss further` |
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| **CONCERNS [list]** | Issues present but not blocking. | Surface to user via Codex `request_user_input` — options: `Revise flagged` / `Accept` / `Discuss` |
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| **REJECT / NOT READY [blockers]** | Blocking issues. Do not proceed. | Surface blockers to user. Do not write files or advance stage until resolved. |
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**Escalation rule**: When multiple directors are spawned in parallel, apply the
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@@ -160,15 +136,8 @@ or any time pillars are revised)
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**Context to pass**:
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- Full pillar set with names, definitions, and design tests
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- Anti-pillars list
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- Pillar conflict priority
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- Core fantasy statement
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- Unique hook ("Like X, AND ALSO Y")
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- Required output document path for `/brainstorm`: `design/gdd/game-pillars.md`
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- Template to use when the document is created or updated:
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`references/studio-docs/templates/game-pillars.md`
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- Existing `design/gdd/game-pillars.md` contents, if the file already exists
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- Orchestrator assessment: missing / present and current / present but stale /
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present but incomplete
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**Prompt**:
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> "Review these game pillars. Are they falsifiable — could a real design decision
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@@ -176,18 +145,7 @@ or any time pillars are revised)
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> they differentiate this game from its closest comparables? Would they help resolve
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> a design disagreement in practice, or are they too vague to be useful? Return
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> specific feedback for each pillar and an overall verdict: APPROVE (strong), CONCERNS
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight).
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> When this gate is invoked from `/brainstorm` after the user has locked pillars,
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> ensure `design/gdd/game-pillars.md` exists as the brainstorm-stage pillar
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> source of truth. If it already exists and matches the locked pillars, review it
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> in place and avoid rewriting for churn. If it is missing, stale, or incomplete,
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> create or update it with `references/studio-docs/templates/game-pillars.md` as
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> the structure. The initial brainstorm version must capture core fantasy, unique
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> hook, target MDA aesthetics, 3-5 pillars, design tests, anti-pillars, conflict
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> priority, and validation status; deeper cross-department implications can be
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> marked TBD for later refinement. Begin the response with the required verdict
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> token, then state whether the pillar document is current, created, updated, or
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> blocked."
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> [list] (needs sharpening), or REJECT (weak — pillars do not carry weight)."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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@@ -661,9 +619,7 @@ Agent: `art-director` | Target custom agent file: `.codex/agents/art-director.to
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## Tier 2 — Lead Gates
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These gates are invoked by orchestration skills and senior skills when a domain
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specialist's feasibility sign-off is needed. If a Tier 2 lead custom agent is
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added later, invoke it with the same Codex custom-agent delegation pattern used
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for Tier 1 agents.
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specialist's feasibility sign-off is needed. Tier 2 leads use Sonnet (default).
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---
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@@ -810,7 +766,7 @@ When a workflow requires multiple directors at the same checkpoint (most common
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at `/gate-check`), spawn all agents simultaneously:
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```
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Spawn in parallel (issue all subagent requests before waiting for any result):
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Spawn in parallel (issue all custom-agent requests before waiting for any result):
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1. creative-director → gate CD-PHASE-GATE
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2. technical-director → gate TD-PHASE-GATE
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3. producer → gate PR-PHASE-GATE
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@@ -1,247 +1,313 @@
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# Game Pillars: [Game Title]
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## Document Status
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- **Version**: 1.0
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- **Last Updated**: [Date]
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- **Owner**: creative-director
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- **Status**: Draft / Under Review / Approved
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> **Creative Director Review (CD-PILLARS)**: [APPROVED date / CONCERNS accepted date / REVISED date]
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- **Approved By**: creative-director
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- **Status**: [Draft / Under Review / Approved]
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---
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## Purpose
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## What Are Game Pillars?
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This document is the source of truth for the game's creative pillars. It is
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created during `/brainstorm` once the user locks the pillars. The first version
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can be lightweight; later workflows may deepen the cross-department implications
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and validation details as the project matures.
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Pillars are the 3-5 non-negotiable principles that define this game's identity.
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Every design, art, audio, narrative, and technical decision must serve at least
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one pillar. If a feature doesn't serve a pillar, it doesn't belong in the game.
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Pillars are the 3-5 non-negotiable principles that define the game's identity.
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Every design, art, audio, narrative, production, and technical decision should
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serve at least one pillar. If a feature does not serve a pillar, it probably
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does not belong in the game.
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**Why pillars matter**: In a typical development cycle, the team makes thousands
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of small creative decisions. Pillars ensure all those decisions push in the same
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direction, creating a coherent player experience rather than a collection of
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disconnected features.
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### What Makes a Good Pillar
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A good pillar is:
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- **Falsifiable**: "Fun gameplay" is not a pillar. "Combat rewards patience over
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aggression" is — it makes a testable claim about design choices.
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- **Constraining**: If a pillar never forces you to say no to something, it's
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too vague. Good pillars eliminate options.
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- **Cross-departmental**: A pillar that only constrains game design but says
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nothing about art, audio, or narrative is incomplete. Real pillars shape
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every discipline.
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- **Memorable**: The team should be able to recite the pillars from memory.
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If they can't, the pillars are too numerous or too complex.
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### Real AAA Examples
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These studios publicly shared their game pillars, showing how concrete and
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specific effective pillars can be:
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| Game | Pillars | Why They Work |
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| ---- | ---- | ---- |
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| **God of War (2018)** | Visceral combat; Father-son emotional journey; Continuous camera (no cuts); Norse mythology reimagined | "Continuous camera" is radical — it cut a standard cinematic tool. "Father-son journey" constrains narrative, level design, AND combat (Atreus as companion). |
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| **Hades** | Fast fluid combat; Story depth through repetition; Every run teaches something new | "Story through repetition" justified the roguelike structure narratively — death IS the story. "Every run teaches" constrains level and encounter design. |
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| **The Last of Us** | Story is essential, not optional; AI partners build relationships; Stealth is always an option | "AI partners build relationships" drove massive investment in companion AI — not just pathfinding, but emotional presence. |
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| **Celeste** | Tough but fair; Accessibility without compromise; Story and mechanics are the same thing | "Story and mechanics are the same thing" — climbing IS the struggle, the dash IS the anxiety. Pillar prevented mechanics from being "just gameplay." |
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| **Hollow Knight** | Atmosphere over explanation; Earned mastery; World tells its own story | "Atmosphere over explanation" — no tutorials, no hand-holding, the world teaches through environmental design. |
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| **Dead Cells** | Every weapon is viable; Combat is a dance; Permanent death creates meaning | "Every weapon is viable" is extremely constraining — it demands constant balance work across hundreds of items. |
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---
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## Core Fantasy
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[What power, experience, or feeling does the player get from this game? This is
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the emotional promise, not a feature list.]
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---
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## Unique Hook
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[Like X, and also Y. The hook should make the game distinguishable from its
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closest comparables in one sentence.]
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> [What power, experience, or feeling does the player get from this game? What
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> can they do here that they can't do anywhere else? The core fantasy is the
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> emotional promise — the answer to "why would someone choose THIS game?"
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>
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> Strong core fantasies are visceral and immediate:
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> - "You are a lone survivor building a new life in a hostile wilderness"
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> - "You command a civilization across millennia"
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> - "You explore a vast, beautiful world at your own pace"
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> - "You master intricate combat and overcome impossible odds"]
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---
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## Target MDA Aesthetics
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Rank the aesthetics this game is intentionally trying to deliver.
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[Rank the aesthetic goals this game serves, from the MDA Framework. This ranking
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guides every pillar — your pillars should collectively deliver your top 2-3
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aesthetics.]
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| Rank | Aesthetic | How This Game Delivers It |
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| Rank | Aesthetic | How Our Game Delivers It |
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| ---- | ---- | ---- |
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| 1 | [Challenge / Discovery / Fantasy / etc.] | [Specific delivery mechanism] |
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| 2 | [Aesthetic] | [Specific delivery mechanism] |
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| 3 | [Aesthetic] | [Specific delivery mechanism] |
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| Not targeted | [Aesthetic] | [Why this is not a priority] |
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| 1 | [e.g., Challenge] | [Specific delivery mechanism] |
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| 2 | [e.g., Discovery] | [Specific delivery mechanism] |
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| 3 | [e.g., Fantasy] | [Specific delivery mechanism] |
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| 4 | [e.g., Narrative] | [Specific delivery mechanism] |
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| N/A | [Aesthetics not targeted] | [Why this isn't a priority] |
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Reference aesthetics: Sensation, Fantasy, Narrative, Challenge, Fellowship,
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Discovery, Expression, Submission.
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**Aesthetics reference** (Hunicke, LeBlanc, Zubek):
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- **Sensation**: Sensory pleasure (visual beauty, satisfying audio, haptic feedback)
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- **Fantasy**: Make-believe, inhabiting a role or world
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- **Narrative**: Drama, story arcs, emotional plot progression
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- **Challenge**: Obstacle course, skill mastery, overcoming difficulty
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- **Fellowship**: Social connection, cooperation, shared experience
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- **Discovery**: Exploration, uncovering secrets, understanding hidden systems
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- **Expression**: Self-expression, creativity, personal identity
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- **Submission**: Relaxation, comfort, meditative play
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---
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## Pillar Summary
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## The Pillars
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| Pillar | One-Sentence Definition | Primary Design Test |
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| ---- | ---- | ---- |
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| [Pillar 1] | [Falsifiable definition] | [If debating X vs Y, choose __] |
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| [Pillar 2] | [Falsifiable definition] | [If debating X vs Y, choose __] |
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| [Pillar 3] | [Falsifiable definition] | [If debating X vs Y, choose __] |
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---
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## Pillar 1: [Name]
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### Pillar 1: [Name]
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**One-Sentence Definition**: [A clear, falsifiable statement of what this pillar
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means.]
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means. Must be specific enough that two people would reach the same conclusion
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when applying it to a design question.]
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**Target Aesthetics Served**: [Which MDA aesthetics this pillar supports.]
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**Target Aesthetics Served**: [Which MDA aesthetics from the ranking above does
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this pillar primarily deliver?]
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**Design Test**: [A concrete decision this pillar resolves.]
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**Design Test**: [A concrete decision this pillar resolves. "If we're debating
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between X and Y, this pillar says we choose __."]
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### Cross-Department Implications
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#### What This Means for Each Department
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| Department | This Pillar Says | Example |
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| Department | This Pillar Says... | Example |
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| ---- | ---- | ---- |
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| Design | [How it constrains mechanics and rules] | [Concrete example] |
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| Art | [How it constrains visuals] | [Concrete example] |
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| Audio | [How it constrains sound/music] | [Concrete example] |
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| Narrative | [How it constrains story/writing] | [Concrete example] |
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| Engineering | [Technical priorities or constraints] | [Concrete example] |
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| Production | [Scope and scheduling implications] | [Concrete example] |
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| **Game Design** | [How this constrains and inspires mechanics] | [Concrete example] |
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| **Art** | [How this constrains and inspires visuals] | [Concrete example] |
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| **Audio** | [How this constrains and inspires sound/music] | [Concrete example] |
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| **Narrative** | [How this constrains and inspires story/writing] | [Concrete example] |
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| **Engineering** | [Technical implications and priorities] | [Concrete example] |
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### Serving This Pillar
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- [Concrete feature or decision that embodies this pillar]
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#### Serving This Pillar
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- [Concrete example of a feature/decision that embodies this pillar]
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- [Another example]
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### Violating This Pillar
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- [Plausible feature or decision that would betray the pillar]
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#### Violating This Pillar
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- [Concrete example of what would betray this pillar — things we must never do]
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- [Another example]
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---
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## Pillar 2: [Name]
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### Pillar 2: [Name]
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**One-Sentence Definition**: [A clear, falsifiable statement.]
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**One-Sentence Definition**: [Specific, falsifiable statement]
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**Target Aesthetics Served**: [MDA aesthetics.]
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**Target Aesthetics Served**: [MDA aesthetics]
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**Design Test**: [A concrete decision this pillar resolves.]
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**Design Test**: [Concrete decision it resolves]
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### Cross-Department Implications
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#### What This Means for Each Department
|
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| Department | This Pillar Says | Example |
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| Department | This Pillar Says... | Example |
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| ---- | ---- | ---- |
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| Design | [Constraint or inspiration] | [Example] |
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| Art | [Constraint or inspiration] | [Example] |
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| Audio | [Constraint or inspiration] | [Example] |
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| Narrative | [Constraint or inspiration] | [Example] |
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| Engineering | [Constraint or inspiration] | [Example] |
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| Production | [Constraint or inspiration] | [Example] |
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### Serving This Pillar
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| **Game Design** | [Constraint/inspiration] | [Example] |
|
||||
| **Art** | [Constraint/inspiration] | [Example] |
|
||||
| **Audio** | [Constraint/inspiration] | [Example] |
|
||||
| **Narrative** | [Constraint/inspiration] | [Example] |
|
||||
| **Engineering** | [Constraint/inspiration] | [Example] |
|
||||
|
||||
#### Serving This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
### Violating This Pillar
|
||||
|
||||
#### Violating This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
---
|
||||
|
||||
## Pillar 3: [Name]
|
||||
### Pillar 3: [Name]
|
||||
|
||||
**One-Sentence Definition**: [A clear, falsifiable statement.]
|
||||
**One-Sentence Definition**: [Specific, falsifiable statement]
|
||||
|
||||
**Target Aesthetics Served**: [MDA aesthetics.]
|
||||
**Target Aesthetics Served**: [MDA aesthetics]
|
||||
|
||||
**Design Test**: [A concrete decision this pillar resolves.]
|
||||
**Design Test**: [Concrete decision it resolves]
|
||||
|
||||
### Cross-Department Implications
|
||||
#### What This Means for Each Department
|
||||
|
||||
| Department | This Pillar Says | Example |
|
||||
| Department | This Pillar Says... | Example |
|
||||
| ---- | ---- | ---- |
|
||||
| Design | [Constraint or inspiration] | [Example] |
|
||||
| Art | [Constraint or inspiration] | [Example] |
|
||||
| Audio | [Constraint or inspiration] | [Example] |
|
||||
| Narrative | [Constraint or inspiration] | [Example] |
|
||||
| Engineering | [Constraint or inspiration] | [Example] |
|
||||
| Production | [Constraint or inspiration] | [Example] |
|
||||
|
||||
### Serving This Pillar
|
||||
| **Game Design** | [Constraint/inspiration] | [Example] |
|
||||
| **Art** | [Constraint/inspiration] | [Example] |
|
||||
| **Audio** | [Constraint/inspiration] | [Example] |
|
||||
| **Narrative** | [Constraint/inspiration] | [Example] |
|
||||
| **Engineering** | [Constraint/inspiration] | [Example] |
|
||||
|
||||
#### Serving This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
### Violating This Pillar
|
||||
|
||||
#### Violating This Pillar
|
||||
- [Example]
|
||||
- [Example]
|
||||
|
||||
---
|
||||
|
||||
## Optional Additional Pillars
|
||||
### Pillar 4: [Name] (Optional)
|
||||
|
||||
Use this section only if the game needs a fourth or fifth pillar. Keep the total
|
||||
pillar count between 3 and 5.
|
||||
[Same structure as Pillars 1-3]
|
||||
|
||||
### Pillar 5: [Name] (Optional)
|
||||
|
||||
[Same structure as Pillars 1-3]
|
||||
|
||||
---
|
||||
|
||||
## Anti-Pillars
|
||||
## Anti-Pillars (What This Game Is NOT)
|
||||
|
||||
Anti-pillars define what this game is not. Good anti-pillars block tempting
|
||||
ideas that would dilute the core fantasy.
|
||||
Anti-pillars are equally important as pillars — they prevent scope creep and
|
||||
keep the vision focused. Every "no" protects the "yes."
|
||||
|
||||
- **NOT [thing]**: [Why this is excluded, what pillar it would compromise, and
|
||||
what it would cost.]
|
||||
- **NOT [thing]**: [Why excluded.]
|
||||
- **NOT [thing]**: [Why excluded.]
|
||||
Great anti-pillars are things the team might actually want to do. "NOT a racing
|
||||
game" is obvious and useless. "NOT an open-world game" is useful if the genre
|
||||
could plausibly support it.
|
||||
|
||||
- **NOT [thing]**: [Why this is explicitly excluded, what pillar it would
|
||||
compromise, and what it would cost in development focus]
|
||||
- **NOT [thing]**: [Why excluded]
|
||||
- **NOT [thing]**: [Why excluded]
|
||||
|
||||
---
|
||||
|
||||
## Pillar Conflict Priority
|
||||
## Pillar Conflict Resolution
|
||||
|
||||
When two pillars conflict, resolve the conflict in this order.
|
||||
When two pillars conflict (and they will), use this priority order. The ranking
|
||||
reflects which aspects of the experience are most essential to the core fantasy.
|
||||
|
||||
| Priority | Pillar | Why It Wins |
|
||||
| Priority | Pillar | Rationale |
|
||||
| ---- | ---- | ---- |
|
||||
| 1 | [Highest priority pillar] | [Rationale] |
|
||||
| 2 | [Second priority pillar] | [Rationale] |
|
||||
| 3 | [Third priority pillar] | [Rationale] |
|
||||
| 1 | [Highest priority pillar] | [Why this wins when it conflicts with others] |
|
||||
| 2 | [Second priority] | [Why] |
|
||||
| 3 | [Third priority] | [Why] |
|
||||
|
||||
**Resolution process**:
|
||||
|
||||
1. Identify which pillars are in tension.
|
||||
2. Check the priority table.
|
||||
3. Preserve the lower-priority pillar only where it does not weaken the higher-priority one.
|
||||
4. If the conflict is fundamental, escalate to `creative-director` for pillar revision.
|
||||
**Resolution Process**:
|
||||
1. Identify which pillars are in tension
|
||||
2. Consult the priority ranking above
|
||||
3. If the lower-priority pillar can be served partially without compromising the
|
||||
higher-priority one, do so
|
||||
4. If not, the higher-priority pillar wins
|
||||
5. Document the decision and rationale in the relevant design document
|
||||
6. If the conflict is fundamental (two pillars are irreconcilable), escalate to
|
||||
the creative-director to consider revising the pillars themselves
|
||||
|
||||
---
|
||||
|
||||
## Player Motivation Alignment
|
||||
|
||||
Use Self-Determination Theory as a sanity check.
|
||||
[Verify that the pillars collectively serve the target player's psychological needs.
|
||||
Based on Self-Determination Theory (Deci & Ryan) and the Player Experience of
|
||||
Need Satisfaction model.]
|
||||
|
||||
| Need | Which Pillar Serves It | How |
|
||||
| ---- | ---- | ---- |
|
||||
| Autonomy | [Pillar name] | [Meaningful choices or agency] |
|
||||
| Competence | [Pillar name] | [Mastery, feedback, skill growth] |
|
||||
| Relatedness | [Pillar name] | [Connection, belonging, emotional bond] |
|
||||
| **Autonomy** (meaningful choice, player agency) | [Pillar name] | [How this pillar creates autonomy] |
|
||||
| **Competence** (mastery, skill growth, clear feedback) | [Pillar name] | [How this pillar creates competence] |
|
||||
| **Relatedness** (connection, belonging, emotional bond) | [Pillar name] | [How this pillar creates relatedness] |
|
||||
|
||||
**Gap check**: If any of the three needs is not served by at least one pillar,
|
||||
consider whether the pillar set is complete. A game that satisfies all three
|
||||
SDT needs has the strongest foundation for sustained engagement.
|
||||
|
||||
---
|
||||
|
||||
## Reference Games and Inspirations
|
||||
## Emotional Arc
|
||||
|
||||
[Map the intended emotional journey of a play session. This should be a
|
||||
deliberate design, not an accident.]
|
||||
|
||||
### Session Emotional Arc
|
||||
|
||||
| Phase | Duration | Target Emotion | Pillar(s) Driving It | Mechanics Delivering It |
|
||||
| ---- | ---- | ---- | ---- | ---- |
|
||||
| Opening | [e.g., 0-5 min] | [e.g., Curiosity, anticipation] | [Which pillar] | [What the player does] |
|
||||
| Rising | [e.g., 5-20 min] | [e.g., Tension, focus, flow] | [Which pillar] | [What the player does] |
|
||||
| Climax | [e.g., 20-30 min] | [e.g., Triumph, relief, awe] | [Which pillar] | [What the player does] |
|
||||
| Resolution | [e.g., 30-40 min] | [e.g., Satisfaction, reflection] | [Which pillar] | [What the player does] |
|
||||
| Hook | [End of session] | [e.g., Curiosity, unfinished business] | [Which pillar] | [What makes them return] |
|
||||
|
||||
### Long-Term Emotional Progression
|
||||
|
||||
[How does the emotional experience evolve across the full game? Early game vs
|
||||
mid game vs late game vs endgame should each feel distinct.]
|
||||
|
||||
---
|
||||
|
||||
## Reference Games
|
||||
|
||||
| Reference | What We Take From It | What We Do Differently | Which Pillar It Validates |
|
||||
| ---- | ---- | ---- | ---- |
|
||||
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar] |
|
||||
| [Game 2] | [Specific learning] | [Our twist] | [Pillar] |
|
||||
| [Game 3] | [Specific learning] | [Our twist] | [Pillar] |
|
||||
| [Game 1] | [Specific mechanic, feeling, or approach] | [Our twist] | [Pillar name] |
|
||||
| [Game 2] | [What we learn] | [Our twist] | [Pillar name] |
|
||||
| [Game 3] | [What we learn] | [Our twist] | [Pillar name] |
|
||||
|
||||
**Non-game inspirations**: [Films, books, music, art, real-world experiences.]
|
||||
**Non-game inspirations**: [Films, books, music, art, real-world experiences
|
||||
that inform the tone, world, or feel. Great games pull from outside the medium.]
|
||||
|
||||
---
|
||||
|
||||
## Validation Checklist
|
||||
## Pillar Validation Checklist
|
||||
|
||||
- [ ] 3-5 pillars total
|
||||
- [ ] Each pillar is falsifiable
|
||||
- [ ] Each pillar constrains real design choices
|
||||
- [ ] Each pillar has a design test
|
||||
- [ ] Each pillar has cross-department implications
|
||||
- [ ] At least 3 anti-pillars are defined
|
||||
- [ ] Pillar conflict priority is explicit
|
||||
- [ ] Top MDA aesthetics are covered
|
||||
- [ ] Autonomy, competence, and relatedness have been considered
|
||||
- [ ] Every pillar traces back to the core fantasy
|
||||
Before finalizing the pillars, verify:
|
||||
|
||||
- [ ] **Count**: 3-5 pillars (no more, no fewer)
|
||||
- [ ] **Falsifiable**: Each pillar makes a claim that could be wrong
|
||||
- [ ] **Constraining**: Each pillar forces saying "no" to some plausible ideas
|
||||
- [ ] **Cross-departmental**: Each pillar has implications for design, art, audio, narrative, AND engineering
|
||||
- [ ] **Design-tested**: Each pillar has a concrete design test that resolves a real decision
|
||||
- [ ] **Anti-pillars defined**: At least 3 explicit "this game is NOT" statements
|
||||
- [ ] **Priority-ranked**: Clear order for resolving conflicts between pillars
|
||||
- [ ] **MDA-aligned**: Pillars collectively deliver the top-ranked target aesthetics
|
||||
- [ ] **SDT coverage**: At least one pillar serves Autonomy, one Competence, one Relatedness
|
||||
- [ ] **Memorable**: The team can recite all pillars from memory
|
||||
- [ ] **Core fantasy served**: Every pillar traces back to the core fantasy promise
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
- [ ] Keep this document linked from `design/gdd/game-concept.md`
|
||||
- [ ] Use these pillars when writing system GDDs
|
||||
- [ ] Revisit after major prototype learnings or milestone pivots
|
||||
- [ ] Get pillar approval from creative-director
|
||||
- [ ] Distribute to all department leads for sign-off
|
||||
- [ ] Create design tests for each pillar using real upcoming decisions
|
||||
- [ ] Schedule first pillar review (after 2 weeks of development)
|
||||
- [ ] Add pillars to the game-concept document and pitch document
|
||||
|
||||
---
|
||||
|
||||
This document lives at `design/gdd/game-pillars.md`.
|
||||
*This document is the creative north star. It lives in `design/gdd/game-pillars.md`
|
||||
and is referenced by every design, art, audio, and narrative document in the project.
|
||||
Review quarterly or after major milestone pivots.*
|
||||
|
||||
Reference in New Issue
Block a user