GitHubAI Agent-First • Modular Markdown • Git-Friendly

Open GDD. For AI Agents.

Escape vibe coding chaos. Turn a game idea into a 13-chapter, reviewable real GDD. Agents work one chapter at a time, and your team can review every change in Git.

MarkdownMarkdown
GitHubGit
AI Agents
Built for
agent-assisted design teams
Trust

Changelog. Markdown files. People.

Everything is reviewable: version history, Markdown files, and who maintains it.

What is Open GDD

A chaptered GDD template designed for agents.

13 standalone Markdown chapters you can version, review, and cite. Give an agent a chapter slug, and it stays scoped—so changes stay reviewable.

Standalone by design

Each chapter is its own file, so iteration stays precise and reviewable.

Structure beats vibes

The outline prevents blind spots and aligns teams on scope, constraints, and terms.

Promptable without loss

Feed only the chapter you need, keep context tight, and reduce token waste.

Open Source

License clarity and commercial boundaries.

Know what you can reuse, what you own, and what you’re responsible for when you ship. Template repo: https://github.com/wanghaisheng/GDDMarkdownTemplate

Vibe Coding (Downstream Symptom)

Why AI game projects drift without a real GDD

Downstream: Vibe Coding Crisis

Fast prototypes today, messy rework tomorrow.

  • Context drift: the agent forgets decisions and contradicts systems.
  • System mismatch: mechanics, economy, levels, and content don’t align.
  • Unreviewable changes: no chapter boundaries, no clean diffs, no ownership.
  • Token waste: you paste everything just to fix one small thing.

Upstream: Open GDD → Real GDD

Build the bridge first: a chaptered spec agents can cite and follow.

  • Chapter-level context: cite a slug instead of re-explaining everything.
  • Consistent decisions: gameplay, content, AI, and tech stay aligned.
  • Reviewable workflow: diffs, PRs, and approvals become normal again.
  • Lower token costs: send only what the agent needs.
Reality Check

What Breaks in AI Game Dev Without a Spec

Most projects don’t fail at coding. They fail at alignment across gameplay, content, economy, and compounding decisions. Open GDD turns an idea into a spec you can execute and review.

Context Drift

Without a stable reference, the agent re-invents decisions and your design contradicts itself.

Hidden Assumptions

Difficulty curves, economy constraints, performance budgets, and edge cases explode later as bugs.

Unreviewable Edits

Big prompts create big edits. Without chapter boundaries, it’s hard to review, rollback, or delegate safely.

The Prototype Wall

It “looks playable”, but without data schemas, rules, and contracts, it can’t become a real production plan.

Why This Template Works

It’s written for humans—and structured for agents.

Coverage by Default

The 13-chapter outline prevents blind spots: gameplay, UI, AI, tech, and production considerations.

GitHub

Markdown-First Collaboration

PR reviews, diffs, and merge conflicts are solvable. Your doc becomes a real asset, not a PDF tomb.

Agent-Friendly Granularity

Standalone chapters let you prompt and revise without drowning an agent in a single giant file.

Production-Ready Appendices

Assets lists, terminology, KPI definitions, and checklists live where teams actually update them.

Who It's For

A GDD that AI can actually execute.

Indie Game Makers

Turn a vague idea into a structured doc you can iterate daily.

Design & Narrative Teams

Keep mechanics, story, UI, and tuning in sync across roles.

Producers & Leads

Make scope, dependencies, and approvals explicit before building.

AI-Assisted Studios

Feed chapters to agents without losing context or structure.

What You Get

A complete, reviewable structure—chapter by chapter.

13 Structured Chapters

From Overview to Technical, UI, AI, and Appendices—no gaps.

Markdown-First

Diffable, mergeable, searchable. Works with any workflow.

AI-Ready Prompts

Each chapter is designed to be expanded by an agent safely.

Team Alignment

Make decisions visible, traceable, and easy to review.

Game Pitches
Production Docs
The Template

13 Chapters. Zero Lock-in.

Each chapter is a standalone Markdown file—easy to version, easy to review, easy to feed to AI agents without losing structure.

1. Copyright Information
Define the intellectual property ownership, scope of authorization, and legal constraints for this game and its related assets.
01
2. Version History
Record the evolution of the GDD to ensure key changes are traceable, reversible, and aligned with development milestones.
02
3. Game Overview
Answer from a high-level perspective: "What is this game? Why build it? What are the goals?"
03
4. Gameplay and Mechanics
Define exactly what players can do, how they do it, and how the system responds to their actions.
04
5. Story, Setting and Character
Define the narrative tone, world logic, and character system to provide a unified framework for long-term content updates.
05
6. Levels
Define the player experience across spatial and temporal dimensions, from overall content structure to individual level details.
06
7. Interface
Define the tangible layer between the player and the game: HUD, menus, input methods, and feedback.
07
8. Artificial Intelligence
Describe the behavioral logic of enemies, allies, and NPCs, as well as their relationship with difficulty, performance, and anti-cheat measures.
08
9. Technical
Define the technology stack, architectural principles, performance targets, and security goals to provide a unified baseline for R&D and operations.
09
10. Game Art
Define the overall visual direction, art style, and asset planning to provide a unified visual baseline for long-term updates.
10
11. Secondary Software
Describe the supporting software for game development, publishing, and operations, such as editors, installers, and updaters.
11
12. Management
Define people, budget, timeline, and risk from a project management perspective, including long-term operational planning.
12
13. Appendices
Serves as an index and central repository for asset lists, glossaries, and KPI definitions.
13
Game Design Document (GDD) Master Template
This directory contains a comprehensive GDD template synthesized from best practices of top-tier studios like Voodoo, miHoYo (Genshin Impact), and Tencent.
readme
How To

Generate a real GDD from Open GDD with AI

Work one chapter at a time: citeable, reviewable, versioned.

Step 01

Copy the template into your repo

Start from your game idea and keep the 13 chapters as your single source of truth.

Step 02

Ask AI for minimum reviewable detail

Generate chapter-by-chapter. Capture goals, constraints, examples, and key numbers first.

Step 03

Review and lock decisions

Review diffs, make trade-offs, and turn assumptions into explicit rules and data.

Step 04

Drive AI tools with chapter citations

Reference /docs/{slug} in prompts so Cursor/Claude Code/agents implement within constraints.

Coming: BMAD GDD Generator

We’ll productize this workflow: generate a real GDD fast, then expand into game dev driven from the GDD.

Join the High-Velocity Builders

Get updates to the Open GDD template, new chapter guides, and workflow examples.

FAQ

Open GDD, Real GDD, and how to use them with AI.

Open GDD is a public 13-chapter structure and writing template. A real GDD is your project-specific version: decisions made, numbers filled, reviewable and executable.

Yes—treat it as downstream acceleration. Use Open GDD to lock key decisions first, then let AI implement and expand within those constraints. Vibe coding without an upstream spec is what creates the "vibe coding crisis".

Start with chapters that set direction and scope: core loop, audience/platform, progression/economy, content/levels, then tech and production planning. Keep each chapter at "minimum reviewable detail".

Give your idea and constraints, and ask the agent to fill one chapter at a time. Require concrete examples, numbers, and tables where relevant. Review diffs chapter-by-chapter to prevent long-form hallucination.

Use chapter slugs as citations in prompts: "only follow /docs/{slug} constraints." Convert each chapter into executable tasks: data schemas, rules, UI requirements, asset lists, and integration contracts.

Both. Studios get alignment and handoff; indies get focus and less rework. For small games, mark non-essential chapters as N/A or "later".

No. Write just enough to ship a first playable, then expand as you validate. The point is to keep a clear upstream reference for every iteration.

Not if it’s chaptered. Open GDD is structure: fill the minimum, cite chapters in prompts, and review changes as diffs to reduce token cost and rework.