算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
design-system【设计与创意】Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies.
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,system_overrides
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
When this skill is invoked:
Read references/1-parse-arguments.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Read references/2-gather-context.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Read references/3-file-skeleton.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Read references/4-section-design.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Read references/5-post-design.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
This skill delegates to specialist agents for domain expertise. The main session orchestrates the overall flow; agents provide expert content.
Rows here are finer-grained than the nine Category values on purpose — the
right specialist for combat is not the right specialist for pathfinding, and both
are Gameplay. Resolve in two steps: take the system's Category from
systems-index.md, then pick the row within it that matches what the system
actually does. Every category has at least one row, so nothing falls through.
Category | Rows below to choose from |
|---|---|
Gameplay | Combat/damage/health · AI/pathfinding/behavior · Animation/character movement · Character systems · Camera/input/controls |
Core | Foundation/Infrastructure · Camera/input/controls |
Persistence | Foundation/Infrastructure |
Economy | Economy/loot/crafting |
Progression | Progression/XP/skills |
UI | UI systems · Visual effects (when the system is HUD-adjacent VFX) |
Audio | Audio systems |
Narrative | Dialogue/quests/lore |
Meta | Foundation/Infrastructure (analytics, tutorial plumbing) · UI systems (accessibility options screens) |
If two rows fit, spawn the union of their Primary agents and say why.
| System type | Primary Agent | Supporting Agent(s) |
|---|---|---|
| Foundation/Infrastructure (event bus, save/load, scene mgmt, service locator) | systems-designer | gameplay-programmer (feasibility), engine-programmer (engine integration) |
| Combat, damage, health | game-designer | systems-designer (formulas), ai-programmer (enemy AI), art-director (hit feedback visual direction, VFX intent) |
| Economy, loot, crafting | economy-designer | systems-designer (curves), game-designer (loops) |
| Progression, XP, skills | game-designer | systems-designer (curves), economy-designer (sinks) |
| Dialogue, quests, lore | game-designer | narrative-director (story), writer (content), art-director (character visual profiles, cinematic tone) |
| UI systems (HUD, menus) | game-designer | ux-designer (flows), ui-programmer (feasibility), art-director (visual style direction), technical-artist (render/shader constraints) |
| Audio systems | game-designer | audio-director (direction), sound-designer (specs) |
| AI, pathfinding, behavior | game-designer | ai-programmer (implementation), systems-designer (scoring) |
| Level/world systems | game-designer | level-designer (spatial), world-builder (lore) |
| Camera, input, controls | game-designer | ux-designer (feel), gameplay-programmer (feasibility) |
| Animation, character movement | game-designer | art-director (animation style, pose language), technical-artist (rig/blend constraints), gameplay-programmer (feel) |
| Visual effects, particles, shaders | game-designer | art-director (VFX visual direction), technical-artist (performance budget, shader complexity), systems-designer (trigger/state integration) |
| Character systems (stats, archetypes) | game-designer | art-director (character visual archetype), narrative-director (character arc alignment), systems-designer (stat formulas) |
When delegating via the Agent tool:
AskUserQuestionIf the session is interrupted (compaction, crash, new session):
production/session-state/active.md — it records the current system and
which sections are completedesign/gdd/[system-name].md — sections with real content are done;
sections with [To be designed] still need workThis is why incremental writing matters: every approved section survives any disruption.
In collaborative mode (the default). For guided and autonomous
modes, see the per-mode rules in .claude/docs/automation-modes.md — the
"Never" lines below describe what collaborative mode requires, not what
applies universally.
This skill follows the collaborative design principle at every step:
/design-review inline, because the reviewing agent must not inherit this
session's design history. Phase 5c presents the hand-off; it never asks.Never auto-generate the full GDD and present it as a fait accompli. Never write a section without user approval. Never contradict an existing approved GDD without flagging the conflict. Always show where decisions come from (dependency GDDs, pillars, user choices).
This is a long-running skill. After writing each section, check if the status line shows context at or above 70%. If so, append this notice to the response:
Context is approaching the limit (≥70%). Your progress is saved — all approved sections are written to
design/gdd/[system-name].md. When you're ready to continue, open a fresh Claude Code session and run/design-system [system-name]— it will detect which sections are complete and resume from the next one.
/design-review design/gdd/[system-name].md in a fresh session to validate the completed GDD independently/consistency-check to verify this GDD's values don't conflict with other GDDs/map-systems next to move to the next highest-priority undesigned system/gate-check technical-setup when all MVP GDDs are authored and reviewed