Agent skill

Create Epics from Game Design Docs

by Donchitos in Donchitos/Claude-Code-Game-Studios

Turns game design documents and architecture into epics, one per architectural module, ready for story creation in a Claude Code game-studio workflow.

MITAuto-check passedGame Development

Install Create Epics from Game Design Docs

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill create-epics -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios create-epics --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/create-epics .claude/skills/create-epics && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
create-epics
GitHub stars
26k
Token cost
~4.3k tokens
SKILL.md length
1,917 words
Files
2
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Turns game design documents and architecture into epics, one per architectural module, ready for story creation in a Claude Code game-studio workflow.

  • Works in 6 steps: Parse Arguments → Load Inputs → Processing Order → …
  • Breaking a finished game design and architecture into per-module epics
  • SKILL.md covers 1. Parse Arguments, 2. Load Inputs, 3. Processing Order and 4. Define Each Epic, plus 4 more sections
  • Calls bash

What it does

An epic here is a named, bounded body of work tied to one architectural module. It states what must be built and who owns it architecturally, and leaves implementation steps to stories. The skill writes one `EPIC.md` per epic folder under `production/epics/` plus a `production/epics/index.md`, and the next step after each epic is `/create-stories`.

It runs once per layer as development reaches that layer, and Feature layer epics wait until Core is nearly complete because the design will have changed by then. It follows the project's automation and review settings, resolved through a helper script. The skill is expected after `/create-control-manifest` and `/architecture-review` pass at the full tier, works from critical ADRs at standard, and is optional at minimal, where `/create-stories` builds the epic from `design/game-brief.md`.

When your agent uses it

  • Breaking a finished game design and architecture into per-module epics
  • Starting a new layer of development and needing its epics defined
  • Preparing epics before running /create-stories

Example prompts

  • “Create epics for the Core layer from our GDDs and architecture docs.”
  • “Generate the epic for the inventory module and update the epics index.”
  • “We just passed the architecture review, so turn the design docs into epics.”

Requirements

  • A Claude Code Game Studios project with game design and architecture documents
  • The `hooks/yaml-helper.sh` helper for configuration
  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/create-epics/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Parse Arguments
  2. Load Inputs
  3. Processing Order
  4. Define Each Epic
  5. Write Epic Files
  6. Gate-Check Reminder

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Edit
    • Agent
    • AskUserQuestion
    • Bash(bash "*/.claude/skills/create-epics/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Create Epics from Game Design Docs loads about 4.3k tokens when it runs. Until then it costs about 36 tokens; SKILL.md has 1,917 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~36
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,917 words, ~4,325 tokens.

Download SKILL.mdSave it as .claude/skills/create-epics/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
create-epics
description
Turn GDDs plus architecture into epics — one per architectural module, with untraced requirements. Then /create-stories [epic-slug].
allowed-tools
Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/create-epics/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[system-name | layer: foundation|core|feature|presentation | all] [--review full|lean|solo]
user-invocable
true
model
sonnet

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,docs.density,story_granularity,system_overrides

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Create Epics

An epic is a named, bounded body of work that maps to one architectural module. It defines what needs to be built and who owns it architecturally. It does not prescribe implementation steps — that is the job of stories.

Run this skill once per layer as you approach that layer in development. Do not create Feature layer epics until Core is nearly complete — the design will have changed.

Output: production/epics/[epic-slug]/EPIC.md + production/epics/index.md

Next step after each epic: /create-stories [epic-slug]

When to run: After /create-control-manifest and /architecture-review pass (at full). At standard, critical ADRs suffice, and a control manifest is read if present. At minimal, this skill is optional and not part of the path — /create-stories synthesizes the epic from design/game-brief.md itself (Option A). If run anyway, it decomposes directly from the brief with no GDD/ADR/manifest prerequisite.

At minimal, this skill is optional — /create-stories synthesizes the epic (Option A). At that tier /create-stories reads design/game-brief.md directly, writes a lightweight implicit production/epics/<slug>/EPIC.md, and generates stories from the MVP list — so the path is /brainstorm → /create-stories → /dev-story, with no separate /create-epics or /sprint-plan step. At standard/full an epic IS required: /create-stories reads production/epics/[slug]/EPIC.md, and skipping this skill there leaves /dev-story with no story to implement — a dead end, not a shortcut.


1. Parse Arguments

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

workflow (per .claude/docs/workflow-modes.md):

create-epics runs project-wide: it uses the project-level tier for its prerequisite expectations and consults workflow_overrides.system_overrides.<system> per-system when reading each in-scope GDD. See "Workflow tier adjustment" in Step 2.

story_granularity — it sizes the epic's story breakdown: expect 3–5 child stories per epic at coarse (the default, via rigor: minimal), 5–10 at balanced (rigor: standard), 10–20 at fine.

docs.density — it controls the depth of each epic's written scope and rationale, not the story count (that is story_granularity). modes.rigor sets it alongside workflow; set docs.density explicitly to vary epic prose alone: terse (the default, via rigor: minimal) = scope as bullets, one-line rationale; balanced = a scope paragraph with light rationale (rigor: standard); thorough = full scope prose with governing-ADR rationale and risk discussion. The EPIC.md tables (GDD requirements, governing ADRs) are structural and stay whole at every density.

Modes:

  • /create-epics all — process all systems in layer order
  • /create-epics layer: foundation — Foundation layer only
  • /create-epics layer: core — Core layer only
  • /create-epics layer: feature — Feature layer only
  • /create-epics layer: presentation — Presentation layer only
  • /create-epics [system-name] — one specific system
  • No argument — ask: "Which layer or system would you like to create epics for?"

2. Load Inputs

Step 2a — Summary scan (fast, fail-open)

At minimal, skip Steps 2a and 2b — that tier decomposes from design/game-brief.md and has no GDDs by design (see the tier note below). Read the brief instead; if it is missing, report "No design/game-brief.md — run /start or /brainstorm first" and stop.

At standard and full, establish the denominator first. Glob design/gdd/*.md, excluding the non-system docs — game-concept.md, systems-index.md, game-pillars.md, gameplay-tags.md, entity-registry.md, fixture-swap-ledger.md, any gdd-cross-review-*.md, sound-bible.md — the set gdd-structure-check.sh skips (the sound bible belongs in design/audio/; it is listed for projects that still keep it at the earlier location). Call the count N. If N is 0, there are no system GDDs — report "No system GDDs found in design/gdd/ — run /design-system first" and stop.

Scan for Summary sections:

Grep pattern="^## Summary" glob="design/gdd/*.md" output_mode="content" -A 5

Interpret the M matches against N. These are three different outcomes, and a zero-match scan is never the same as "nothing in scope":

ResultMeaningAction
M = NEvery GDD has a Summary.For layer:/[system-name] modes, use the Summary Quick-reference (Layer/Priority) to pick the in-scope set; skip full-reading the rest.
0 < M < NPartial adoption — older GDDs predate ## Summary.Scope the M by their Summaries; determine the scope of the N − M unmatched from systems-index.md (layer/priority) and full-read those.
0 matches, N > 0Expected for GDDs authored before /design-system emitted ## Summary.Determine scope for all N from systems-index.md and full-read the in-scope set. This is the pre-optimization behaviour — correct, only more expensive. Note once: "No ## Summary sections found across [N] GDDs — scoping from systems-index.md instead of Summary."

Never treat an absent ## Summary as an absent system. The scan narrows the read set when it succeeds; it never shrinks the in-scope set. In all mode every system is in scope regardless of Summary, so the scan is a convenience only — never a filter.

Step 2b — Full document load (in-scope systems only)

Using the Step 2a grep results, identify which systems are in scope. Read full documents only for in-scope systems — do not read GDDs or ADRs for out-of-scope systems or layers.

Read for in-scope systems:

  • design/gdd/systems-index.md — authoritative system list, layers, priority
  • In-scope GDDs only (Approved or Designed status, filtered by Step 2a results)
  • docs/architecture/architecture.md — module ownership and API boundaries
  • Accepted ADRs whose domains cover in-scope systems only — skip ADRs for unrelated domains entirely. For each in-scope ADR, load only the "GDD Requirements Addressed", "Decision", and "Engine Compatibility" sections — never an unbounded full read:
    Grep pattern="^## (GDD Requirements Addressed|Decision|Engine Compatibility)" path="docs/architecture/[adr-file].md" output_mode="content" -n
    then Read(offset, limit) bounded to each match through the next ## heading (or to end of file for the last match). This matters most on a large ADR.
  • docs/architecture/control-manifest.md — manifest version date from header
  • docs/architecture/tr-registry.yaml — for tracing requirements to ADR coverage
  • docs/engine-reference/[engine]/VERSION.md — engine name, version, risk levels

Report: "Loaded [N] GDDs, [M] ADRs, engine: [name + version]."

Workflow tier adjustment (resolved in Step 1; per-system via system_overrides). The inputs above are the full baseline:

  • full — every in-scope GDD must be Approved with all 8 sections; TR registry + control manifest are required inputs; untraced requirements (Step 4) are flagged before proceeding.
  • standard — GDDs need the 5 required sections (+ conditional Formulas) approved; only critical (Foundation-layer) ADRs are expected; the control manifest is read if present, not required. A system pinned higher via system_overrides must still meet its higher bar.
  • minimal — decompose against design/game-brief.md + acceptance criteria. Do not require GDDs, ADRs, the TR registry, or the manifest; skip the untraced-requirement gate. If run, the epic is still produced — but note /create-stories also synthesizes one from the brief when this skill is skipped (the default minimal path).

3. Processing Order

Process in dependency-safe layer order:

  1. Foundation (no dependencies)
  2. Core (depends on Foundation)
  3. Feature (depends on Core)
  4. Presentation (depends on Feature + Core)

Within each layer, use the order from systems-index.md.

At minimal there is no systems-index.md — /map-systems is not required at that tier, so nothing has produced one. Derive the layer split and ordering from design/game-brief.md instead: its Build order field names what must exist first. Do not stop, and do not send the user to /map-systems to satisfy an ordering hint — the tier deliberately skips it.


Show full SKILL.md (782 more words)Show less

4. Define Each Epic

For each system, map it to an architectural module from architecture.md.

Check ADR coverage against the TR registry per the resolved tier (Step 1):

  • full — trace every TR-ID; warn on each untraced requirement (below).

  • standard — only critical (Foundation-layer) ADRs are expected; trace those. Treat untraced non-critical requirements as informational (list them, do not block or emit the untraced-requirements warning).

  • minimal — skip this check entirely (no TR registry / ADR expected).

  • Traced requirements: TR-IDs that have an Accepted ADR covering them

  • Untraced requirements: TR-IDs with no ADR — warn before proceeding (full only)

Present to user before writing anything:

## Epic: [System Name]

**Layer**: [Foundation / Core / Feature / Presentation]
**GDD**: design/gdd/[filename].md
**Architecture Module**: [module name from architecture.md]
**Governing ADRs**: [ADR-NNNN, ADR-MMMM]
**Engine Risk**: [LOW / MEDIUM / HIGH — highest risk among governing ADRs]
**GDD Requirements Covered by ADRs**: [N / total]
**Untraced Requirements**: [list TR-IDs with no ADR, or "None"]

If there are untraced requirements:

"⚠️ [N] requirements in [system] have no ADR. The epic can be created, but /create-stories will write their stories with no governing ADR (ADR: N/A) and Status: Ready — nothing downstream blocks them, so they would be implemented without architectural guidance. Run /architecture-decision first if they need a decision, or proceed and accept the gap."

Use AskUserQuestion:

  • Prompt: "Shall I create Epic: [name]?"
  • Options:
    • [A] Yes, create it
    • [B] Skip this epic
    • [C] Pause — I need to write ADRs first

4b. Producer Epic Structure Gate

Review mode check — apply before spawning PR-EPIC:

  • solo → skip. Note: "PR-EPIC skipped — Solo mode." Proceed to Step 5 (write epic files).
  • lean → skip (not a PHASE-GATE). Note: "PR-EPIC skipped — Lean mode." Proceed to Step 5 (write epic files).
  • full → spawn as normal.

After all epics for the current layer are defined (Step 4 completed for all in-scope systems), and before writing any files, spawn producer via Agent using gate PR-EPIC (.claude/docs/director-gates/pr-epic.md).

Pass: the full epic structure summary (all epics, their scope summaries, governing ADR counts), the layer being processed, milestone timeline and team capacity.

Present the producer's assessment.

If UNREALISTIC: offer to revise epic boundaries (split overscoped or merge underscoped epics). Revise, present the revised epics again, and re-run the gate before writing.

If CONCERNS, use AskUserQuestion:

  • Prompt: "Producer raised concerns about the epic structure. How do you want to proceed?"
  • Options:
    • [A] Proceed as planned — I accept the producer's concerns
    • [B] Revise epic boundaries — split or merge as recommended
    • [C] Stop — I want to reconsider the scope

If [A]: proceed to Step 5. If [B]: revise epic definitions from Step 4, present the revised epics to the user again, then re-run the producer gate. If [C]: stop. Verdict: BLOCKED — user wants to reconsider epic scope.

If NOT ASSESSED [missing input] — e.g. no milestone timeline or team capacity — it is not a REALISTIC (.claude/docs/director-gates.md): name what was missing, then supply it and re-run the gate, or, if the user chooses to go on without it, proceed to Step 5 and state PR-EPIC: NOT ASSESSED — [input] in the output and the final Verdict line.

Do not write epic files until the producer gate resolves.


5. Write Epic Files

If production/epics/[epic-slug]/EPIC.md already exists, never overwrite it. Ask instead: "An EPIC.md already exists for [name]. Update it in place, or skip it?" — [A] Update in place — keep its Stories table, and update its index.md row / [B] Skip this epic. An update rewrites only what this skill owns — the header fields other than Stories, ## Overview, ## Governing ADRs, ## GDD Requirements and ## Definition of Done — and leaves the **Stories** header line and any ## Stories table exactly as they are: /create-stories wrote them, and resetting them to "Not yet created" orphans every story already in the directory.

For a new epic, after approval, ask: "May I write production/epics/[epic-slug]/EPIC.md and add its row to production/epics/index.md (creating it if absent)?"

After user confirms, write:

production/epics/[epic-slug]/EPIC.md
markdown
# Epic: [System Name]

> **Layer**: [Foundation / Core / Feature / Presentation]
> **GDD**: design/gdd/[filename].md
> **Architecture Module**: [module name]
> **Status**: Ready
> **Stories**: Not yet created — run `/create-stories [epic-slug]`

## Overview

[1 paragraph describing what this epic implements, derived from the GDD Overview
and the architecture module's stated responsibilities]

## Governing ADRs

| ADR | Decision Summary | Engine Risk |
|-----|-----------------|-------------|
| ADR-NNNN: [title] | [1-line summary] | LOW/MEDIUM/HIGH |

## GDD Requirements

| TR-ID | Requirement | ADR Coverage |
|-------|-------------|--------------|
| TR-[system]-001 | [requirement text from registry] | ADR-NNNN ✅ |
| TR-[system]-002 | [requirement text] | ❌ No ADR |

## Definition of Done

This epic is complete when:
- All stories are implemented, reviewed, and closed via `/story-done`
- All acceptance criteria from `design/gdd/[filename].md` are verified
- All Logic and Integration stories have passing test files in [the test root — `tests/` on Godot, `Assets/Tests/` on Unity, `Source/<Module>/Private/Tests/` on Unreal]
- All Visual/Feel and UI stories have retained screenshots in `production/qa/evidence/` — each screen touched for UI, plus a lead sign-off for Visual/Feel

## Next Step

Run `/create-stories [epic-slug]` to break this epic into implementable stories.
Update production/epics/index.md

Create or update the master index. An epic that already has a row keeps it: update that row in place and keep its Stories value — never append a second row, and never reset Stories to Not yet created:

markdown
# Epics Index

Last Updated: [date]
Engine: [name + version]

| Epic | Layer | System | GDD | Stories | Status |
|------|-------|--------|-----|---------|--------|
| [name] | Foundation | [system] | [file] | Not yet created | Ready |

6. Gate-Check Reminder

After writing all epics for the requested scope:

  • Foundation + Core complete: These are required for the Pre-Production → Production gate. Run /gate-check production to check readiness.
  • Reminder: Epics define scope. Stories define implementation steps. Run /create-stories [epic-slug] for each epic before developers can pick up work.

Collaborative Protocol

Applies in collaborative mode (the default). For guided and autonomous modes, see .claude/docs/automation-modes.md — the rules below describe what collaborative mode requires, not universal behavior.

  1. One epic at a time — present each epic definition before asking to create it
  2. Warn on gaps — flag untraced requirements before proceeding
  3. Ask before writing — per-epic approval before writing any file
  4. No invention — all content comes from GDDs, ADRs, and architecture docs
  5. Never create stories — this skill stops at the epic level

After all requested epics are processed:

  • Verdict: COMPLETE — [N] epic(s) written. Run /create-stories [epic-slug] per epic.
  • Verdict: BLOCKED — user declined all epics, or no eligible systems found.

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .claude/skills/create-epics of Donchitos/Claude-Code-Game-Studios.

  • SKILL.md
  • CONTRACT.md

Open the folder on GitHubat commit b21fa0f

Compare with similar skills

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Questions about Create Epics from Game Design Docs

What does Create Epics from Game Design Docs do?

Turns game design documents and architecture into epics, one per architectural module, ready for story creation in a Claude Code game-studio workflow. An epic here is a named, bounded body of work tied to one architectural module. It states what must be built and who owns it architecturally, and leaves implementation steps to stories.

When should I use Create Epics from Game Design Docs?

Create Epics from Game Design Docs fits situations like: breaking a finished game design and architecture into per-module epics; starting a new layer of development and needing its epics defined; preparing epics before running /create-stories.

How do I install Create Epics from Game Design Docs in Claude Code?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-epics -a claude-code`. Or copy the skill folder (.claude/skills/create-epics in Donchitos/Claude-Code-Game-Studios) into .claude/skills/create-epics in your project. Claude Code loads it when a task matches its description.

How do I install Create Epics from Game Design Docs in Codex?

Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-epics -a codex`. Or copy the skill folder (.claude/skills/create-epics in Donchitos/Claude-Code-Game-Studios) into .agents/skills/create-epics in your project. Codex loads it when a task matches its description.

Can I use Create Epics from Game Design Docs in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill create-epics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/create-epics, .gemini/skills/create-epics, .github/skills/create-epics and .opencode/skills/create-epics in your project.

What does Create Epics from Game Design Docs need to run?

Going by SKILL.md and its folder, Create Epics from Game Design Docs needs the command-line tools its instructions call (bash). Our summary lists: A Claude Code Game Studios project with game design and architecture documents; The `hooks/yaml-helper.sh` helper for configuration. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/create-epics/../../hooks/yaml-helper.sh" resolve_config *).

Does Create Epics from Game Design Docs access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Create Epics from Game Design Docs safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Create Epics from Game Design Docs use?

Create Epics from Game Design Docs is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Create Epics from Game Design Docs use?

About 4.3k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Create Epics from Game Design Docs?

Skills that share tags, products or a category with Create Epics from Game Design Docs: Project Planner (adrianpuiu/claude-skills-marketplace, 100 stars), Backlog Builder (open-mercato/skills, 227 stars), New Feature (PolymathWizard/BHIL-AI-First-Development-Toolkit, 132 stars) and Epic Breakdown Advisor (deanpeters/Product-Manager-Skills, 7.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Create Epics from Game Design Docs?

Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,871 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.

Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.