template:
  id: game-design-doc-template-v3
  name: Game Design Document (GDD)
  version: 4.0
  output:
    format: markdown
    filename: docs/game-design-document.md
    title: "{{game_title}} Game Design Document (GDD)"

workflow:
  mode: interactive
  elicitation: advanced-elicitation

sections:
  - id: goals-context
    title: Goals and Background Context
    instruction: |
      Ask if Project Brief document is available. If NO Project Brief exists, STRONGLY recommend creating one first using project-brief-tmpl (it provides essential foundation: problem statement, target users, success metrics, MVP scope, constraints). If user insists on GDD without brief, gather this information during Goals section. If Project Brief exists, review and use it to populate Goals (bullet list of desired game development outcomes) and Background Context (1-2 paragraphs on what game concept this will deliver and why) so we can determine what is and is not in scope for the GDD. Include Change Log table for version tracking.
    sections:
      - id: goals
        title: Goals
        type: bullet-list
        instruction: Bullet list of 1 line desired outcomes the GDD will deliver if successful - game development and player experience goals
        examples:
          - Create an engaging 2D platformer that teaches players basic programming concepts
          - Deliver a polished mobile game that runs smoothly on low-end Android devices
          - Build a foundation for future expansion packs and content updates
      - id: background
        title: Background Context
        type: paragraphs
        instruction: 1-2 short paragraphs summarizing the game concept background, target audience needs, market opportunity, and what problem this game solves
      - id: changelog
        title: Change Log
        type: table
        columns: [Date, Version, Description, Author]
        instruction: Track document versions and changes

  - id: executive-summary
    title: Executive Summary
    instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
    elicit: true
    sections:
      - id: core-concept
        title: Core Concept
        instruction: 2-3 sentences that clearly describe what the game is and why players will love it
        examples:
          - A fast-paced 2D platformer where players manipulate gravity to solve puzzles and defeat enemies in a hand-drawn world.
          - An educational puzzle game that teaches coding concepts through visual programming blocks in a fantasy adventure setting.
      - id: target-audience
        title: Target Audience
        instruction: Define the primary and secondary audience with demographics and gaming preferences
        template: |
          **Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
          **Secondary:** {{secondary_audience}}
        examples:
          - "Primary: Ages 8-16, casual mobile gamers, prefer short play sessions"
          - "Secondary: Adult puzzle enthusiasts, educators looking for teaching tools"
      - id: platform-technical
        title: Platform & Technical Requirements
        instruction: Based on the technical preferences or user input, define the target platforms and Unity-specific requirements
        template: |
          **Primary Platform:** {{platform}}
          **Engine:** Unity {{unity_version}} & C#
          **Performance Target:** Stable {{fps_target}} FPS on {{minimum_device}}
          **Screen Support:** {{resolution_range}}
          **Build Targets:** {{build_targets}}
        examples:
          - "Primary Platform: Mobile (iOS/Android), Engine: Unity 2022.3 LTS & C#, Performance: 60 FPS on iPhone 8/Galaxy S8"
      - id: unique-selling-points
        title: Unique Selling Points
        instruction: List 3-5 key features that differentiate this game from competitors
        type: numbered-list
        examples:
          - Innovative gravity manipulation mechanic that affects both player and environment
          - Seamless integration of educational content without compromising fun gameplay
          - Adaptive difficulty system that learns from player behavior

  - id: core-gameplay
    title: Core Gameplay
    instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply advanced elicitation to ensure completeness and gather additional details.
    elicit: true
    sections:
      - id: game-pillars
        title: Game Pillars
        instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable for Unity development.
        type: numbered-list
        template: |
          **{{pillar_name}}** - {{description}}
        examples:
          - Intuitive Controls - All interactions must be learnable within 30 seconds using touch or keyboard
          - Immediate Feedback - Every player action provides visual and audio response within 0.1 seconds
          - Progressive Challenge - Difficulty increases through mechanic complexity, not unfair timing
      - id: core-gameplay-loop
        title: Core Gameplay Loop
        instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
        template: |
          **Primary Loop ({{duration}} seconds):**
          
          1. {{action_1}} ({{time_1}}s) - {{unity_component}}
          2. {{action_2}} ({{time_2}}s) - {{unity_component}}
          3. {{action_3}} ({{time_3}}s) - {{unity_component}}
          4. {{reward_feedback}} ({{time_4}}s) - {{unity_component}}
        examples:
          - Observe environment (2s) - Camera Controller, Identify puzzle elements (3s) - Highlight System
      - id: win-loss-conditions
        title: Win/Loss Conditions
        instruction: Clearly define success and failure states with Unity-specific implementation notes
        template: |
          **Victory Conditions:**
          
          - {{win_condition_1}} - Unity Event: {{unity_event}}
          - {{win_condition_2}} - Unity Event: {{unity_event}}
          
          **Failure States:**
          
          - {{loss_condition_1}} - Trigger: {{unity_trigger}}
          - {{loss_condition_2}} - Trigger: {{unity_trigger}}
        examples:
          - "Victory: Player reaches exit portal - Unity Event: OnTriggerEnter2D with Portal tag"
          - "Failure: Health reaches zero - Trigger: Health component value <= 0"

  - id: game-mechanics
    title: Game Mechanics
    instruction: Detail each major mechanic that will need Unity implementation. Each mechanic should be specific enough for developers to create C# scripts and prefabs.
    elicit: true
    sections:
      - id: primary-mechanics
        title: Primary Mechanics
        repeatable: true
        sections:
          - id: mechanic
            title: "{{mechanic_name}}"
            template: |
              **Description:** {{detailed_description}}
              
              **Player Input:** {{input_method}} - Unity Input System: {{input_action}}
              
              **System Response:** {{game_response}}
              
              **Unity Implementation Notes:**
              
              - **Components Needed:** {{component_list}}
              - **Physics Requirements:** {{physics_2d_setup}}
              - **Animation States:** {{animator_states}}
              - **Performance Considerations:** {{optimization_notes}}
              
              **Dependencies:** {{other_mechanics_needed}}
              
              **Script Architecture:**
              
              - {{script_name}}.cs - {{responsibility}}
              - {{manager_script}}.cs - {{management_role}}
            examples:
              - "Components Needed: Rigidbody2D, BoxCollider2D, PlayerMovement script"
              - "Physics Requirements: 2D Physics material for ground friction, Gravity scale 3"
      - id: controls
        title: Controls
        instruction: Define all input methods for different platforms using Unity's Input System
        type: table
        template: |
          | Action | Desktop | Mobile | Gamepad | Unity Input Action |
          | ------ | ------- | ------ | ------- | ------------------ |
          | {{action}} | {{key}} | {{gesture}} | {{button}} | {{input_action}} |
        examples:
          - Move Left, A/Left Arrow, Swipe Left, Left Stick, <Move>/x

  - id: progression-balance
    title: Progression & Balance
    instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for Unity implementation and scriptable objects.
    elicit: true
    sections:
      - id: player-progression
        title: Player Progression
        template: |
          **Progression Type:** {{linear|branching|metroidvania}}
          
          **Key Milestones:**
          
          1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
          2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
          3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
          
          **Save Data Structure:**
          
          ```csharp
          [System.Serializable]
          public class PlayerProgress
          {
              {{progress_fields}}
          }
          ```
        examples:
          - public int currentLevel, public bool[] unlockedAbilities, public float totalPlayTime
      - id: difficulty-curve
        title: Difficulty Curve
        instruction: Provide specific parameters for balancing that can be implemented as Unity ScriptableObjects
        template: |
          **Tutorial Phase:** {{duration}} - {{difficulty_description}}
          - Unity Config: {{scriptable_object_values}}
          
          **Early Game:** {{duration}} - {{difficulty_description}}
          - Unity Config: {{scriptable_object_values}}
          
          **Mid Game:** {{duration}} - {{difficulty_description}}
          - Unity Config: {{scriptable_object_values}}
          
          **Late Game:** {{duration}} - {{difficulty_description}}
          - Unity Config: {{scriptable_object_values}}
        examples:
          - "enemy speed: 2.0f, jump height: 4.5f, obstacle density: 0.3f"
      - id: economy-resources
        title: Economy & Resources
        condition: has_economy
        instruction: Define any in-game currencies, resources, or collectibles with Unity implementation details
        type: table
        template: |
          | Resource | Earn Rate | Spend Rate | Purpose | Cap | Unity ScriptableObject |
          | -------- | --------- | ---------- | ------- | --- | --------------------- |
          | {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} | {{so_name}} |
        examples:
          - Coins, 1-3 per enemy, 10-50 per upgrade, Buy abilities, 9999, CurrencyData

  - id: level-design-framework
    title: Level Design Framework
    instruction: Provide guidelines for level creation that developers can use to create Unity scenes and prefabs. Focus on modular design and reusable components.
    elicit: true
    sections:
      - id: level-types
        title: Level Types
        repeatable: true
        sections:
          - id: level-type
            title: "{{level_type_name}}"
            template: |
              **Purpose:** {{gameplay_purpose}}
              **Target Duration:** {{target_time}}
              **Key Elements:** {{required_mechanics}}
              **Difficulty Rating:** {{relative_difficulty}}
              
              **Unity Scene Structure:**
              
              - **Environment:** {{tilemap_setup}}
              - **Gameplay Objects:** {{prefab_list}}
              - **Lighting:** {{lighting_setup}}
              - **Audio:** {{audio_sources}}
              
              **Level Flow Template:**
              
              - **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
              - **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
              - **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
              
              **Reusable Prefabs:**
              
              - {{prefab_name}} - {{prefab_purpose}}
            examples:
              - "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
      - id: level-progression
        title: Level Progression
        template: |
          **World Structure:** {{linear|hub|open}}
          **Total Levels:** {{number}}
          **Unlock Pattern:** {{progression_method}}
          **Scene Management:** {{unity_scene_loading}}
          
          **Unity Scene Organization:**
          
          - Scene Naming: {{naming_convention}}
          - Addressable Assets: {{addressable_groups}}
          - Loading Screens: {{loading_implementation}}
        examples:
          - "Scene Naming: World{X}_Level{Y}_Name, Addressable Groups: Levels_World1, World_Environments"

  - id: technical-specifications
    title: Technical Specifications
    instruction: Define Unity-specific technical requirements that will guide architecture and implementation decisions. Reference Unity documentation and best practices.
    elicit: true
    choices:
      render_pipeline: [Built-in, URP, HDRP]
      input_system: [Legacy, New Input System, Both]
      physics: [2D Only, 3D Only, Hybrid]
    sections:
      - id: unity-configuration
        title: Unity Project Configuration
        template: |
          **Unity Version:** {{unity_version}} (LTS recommended)
          **Render Pipeline:** {{Built-in|URP|HDRP}}
          **Input System:** {{Legacy|New Input System|Both}}
          **Physics:** {{2D Only|3D Only|Hybrid}}
          **Scripting Backend:** {{Mono|IL2CPP}}
          **API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
          
          **Required Packages:**
          
          - {{package_name}} {{version}} - {{purpose}}
          
          **Project Settings:**
          
          - Color Space: {{Linear|Gamma}}
          - Quality Settings: {{quality_levels}}
          - Physics Settings: {{physics_config}}
        examples:
          - com.unity.addressables 1.20.5 - Asset loading and memory management
          - "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20"
      - id: performance-requirements
        title: Performance Requirements
        template: |
          **Frame Rate:** {{fps_target}} FPS (minimum {{min_fps}} on low-end devices)
          **Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
          **Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
          **Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
          
          **Unity Profiler Targets:**
          
          - CPU Frame Time: <{{cpu_time}}ms
          - GPU Frame Time: <{{gpu_time}}ms
          - GC Allocs: <{{gc_limit}}KB per frame
          - Draw Calls: <{{draw_calls}} per frame
        examples:
          - "60 FPS (minimum 30), CPU: <16.67ms, GPU: <16.67ms, GC: <4KB, Draws: <50"
      - id: platform-specific
        title: Platform Specific Requirements
        template: |
          **Desktop:**
          
          - Resolution: {{min_resolution}} - {{max_resolution}}
          - Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
          - Build Target: {{desktop_targets}}
          
          **Mobile:**
          
          - Resolution: {{mobile_min}} - {{mobile_max}}
          - Input: Touch, Accelerometer ({{sensor_support}})
          - OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
          - Device Requirements: {{device_specs}}
          
          **Web (if applicable):**
          
          - WebGL Version: {{webgl_version}}
          - Browser Support: {{browser_list}}
          - Compression: {{compression_format}}
        examples:
          - "Resolution: 1280x720 - 4K, Gamepad: Xbox/PlayStation controllers via Input System"
      - id: asset-requirements
        title: Asset Requirements
        instruction: Define asset specifications for Unity pipeline optimization
        template: |
          **2D Art Assets:**
          
          - Sprites: {{sprite_resolution}} at {{ppu}} PPU
          - Texture Format: {{texture_compression}}
          - Atlas Strategy: {{sprite_atlas_setup}}
          - Animation: {{animation_type}} at {{framerate}} FPS
          
          **Audio Assets:**
          
          - Music: {{audio_format}} at {{sample_rate}} Hz
          - SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
          - Compression: {{audio_compression}}
          - 3D Audio: {{spatial_audio}}
          
          **UI Assets:**
          
          - Canvas Resolution: {{ui_resolution}}
          - UI Scale Mode: {{scale_mode}}
          - Font: {{font_requirements}}
          - Icon Sizes: {{icon_specifications}}
        examples:
          - "Sprites: 32x32 to 256x256 at 16 PPU, Format: RGBA32 for quality/RGBA16 for performance"

  - id: technical-architecture-requirements
    title: Technical Architecture Requirements
    instruction: Define high-level Unity architecture patterns and systems that the game must support. Focus on scalability and maintainability.
    elicit: true
    choices:
      architecture_pattern: [MVC, MVVM, ECS, Component-Based]
      save_system: [PlayerPrefs, JSON, Binary, Cloud]
      audio_system: [Unity Audio, FMOD, Wwise]
    sections:
      - id: code-architecture
        title: Code Architecture Pattern
        template: |
          **Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
          
          **Core Systems Required:**
          
          - **Scene Management:** {{scene_manager_approach}}
          - **State Management:** {{state_pattern_implementation}}
          - **Event System:** {{event_system_choice}}
          - **Object Pooling:** {{pooling_strategy}}
          - **Save/Load System:** {{save_system_approach}}
          
          **Folder Structure:**
          
          ```
          Assets/
          ├── _Project/
          │   ├── Scripts/
          │   │   ├── {{folder_structure}}
          │   ├── Prefabs/
          │   ├── Scenes/
          │   └── {{additional_folders}}
          ```
          
          **Naming Conventions:**
          
          - Scripts: {{script_naming}}
          - Prefabs: {{prefab_naming}}
          - Scenes: {{scene_naming}}
        examples:
          - "Architecture: Component-Based with ScriptableObject data containers"
          - "Scripts: PascalCase (PlayerController), Prefabs: Player_Prefab, Scenes: Level_01_Forest"
      - id: unity-systems-integration
        title: Unity Systems Integration
        template: |
          **Required Unity Systems:**
          
          - **Input System:** {{input_implementation}}
          - **Animation System:** {{animation_approach}}
          - **Physics Integration:** {{physics_usage}}
          - **Rendering Features:** {{rendering_requirements}}
          - **Asset Streaming:** {{asset_loading_strategy}}
          
          **Third-Party Integrations:**
          
          - {{integration_name}}: {{integration_purpose}}
          
          **Performance Systems:**
          
          - **Profiling Integration:** {{profiling_setup}}
          - **Memory Management:** {{memory_strategy}}
          - **Build Pipeline:** {{build_automation}}
        examples:
          - "Input System: Action Maps for Menu/Gameplay contexts with device switching"
          - "DOTween: Smooth UI transitions and gameplay animations"
      - id: data-management
        title: Data Management
        template: |
          **Save Data Architecture:**
          
          - **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
          - **Structure:** {{save_data_organization}}
          - **Encryption:** {{security_approach}}
          - **Cloud Sync:** {{cloud_integration}}
          
          **Configuration Data:**
          
          - **ScriptableObjects:** {{scriptable_object_usage}}
          - **Settings Management:** {{settings_system}}
          - **Localization:** {{localization_approach}}
          
          **Runtime Data:**
          
          - **Caching Strategy:** {{cache_implementation}}
          - **Memory Pools:** {{pooling_objects}}
          - **Asset References:** {{asset_reference_system}}
        examples:
          - "Save Data: JSON format with AES encryption, stored in persistent data path"
          - "ScriptableObjects: Game settings, level configurations, character data"

  - id: development-phases
    title: Development Phases & Epic Planning
    instruction: Break down the Unity development into phases that can be converted to agile epics. Each phase should deliver deployable functionality following Unity best practices.
    elicit: true
    sections:
      - id: phases-overview
        title: Phases Overview
        instruction: Present a high-level list of all phases for user approval. Each phase's design should deliver significant Unity functionality.
        type: numbered-list
        examples:
          - "Phase 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
          - "Phase 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
          - "Phase 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
          - "Phase 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
      - id: phase-1-foundation
        title: "Phase 1: Unity Foundation & Core Systems ({{duration}})"
        sections:
          - id: foundation-design
            title: "Design: Unity Project Foundation"
            type: bullet-list
            template: |
              - Unity project setup with proper folder structure and naming conventions
              - Core architecture implementation ({{architecture_pattern}})
              - Input System configuration with action maps for all platforms
              - Basic scene management and state handling
              - Development tools setup (debugging, profiling integration)
              - Initial build pipeline and platform configuration
            examples:
              - "Input System: Configure PlayerInput component with Action Maps for movement and UI"
          - id: core-systems-design
            title: "Design: Essential Game Systems"
            type: bullet-list
            template: |
              - Save/Load system implementation with {{save_format}} format
              - Audio system setup with {{audio_system}} integration
              - Event system for decoupled component communication
              - Object pooling system for performance optimization
              - Basic UI framework and canvas configuration
              - Settings and configuration management with ScriptableObjects
      - id: phase-2-gameplay
        title: "Phase 2: Core Gameplay Implementation ({{duration}})"
        sections:
          - id: gameplay-mechanics-design
            title: "Design: Primary Game Mechanics"
            type: bullet-list
            template: |
              - Player controller with {{movement_type}} movement system
              - {{primary_mechanic}} implementation with Unity physics
              - {{secondary_mechanic}} system with visual feedback
              - Game state management (playing, paused, game over)
              - Basic collision detection and response systems
              - Animation system integration with Animator controllers
          - id: level-systems-design
            title: "Design: Level & Content Systems"
            type: bullet-list
            template: |
              - Scene loading and transition system
              - Level progression and unlock system
              - Prefab-based level construction tools
              - {{level_generation}} level creation workflow
              - Collectibles and pickup systems
              - Victory/defeat condition implementation
      - id: phase-3-polish
        title: "Phase 3: Polish & Optimization ({{duration}})"
        sections:
          - id: performance-design
            title: "Design: Performance & Platform Optimization"
            type: bullet-list
            template: |
              - Unity Profiler analysis and optimization passes
              - Memory management and garbage collection optimization
              - Asset optimization (texture compression, audio compression)
              - Platform-specific performance tuning
              - Build size optimization and asset bundling
              - Quality settings configuration for different device tiers
          - id: user-experience-design
            title: "Design: User Experience & Polish"
            type: bullet-list
            template: |
              - Complete UI/UX implementation with responsive design
              - Audio implementation with dynamic mixing
              - Visual effects and particle systems
              - Accessibility features implementation
              - Tutorial and onboarding flow
              - Final testing and bug fixing across all platforms

  - id: epic-list
    title: Epic List
    instruction: |
      Present a high-level list of all epics for user approval. Each epic should have a title and a short (1 sentence) goal statement. This allows the user to review the overall structure before diving into details.

      CRITICAL: Epics MUST be logically sequential following agile best practices:

      - Each epic should be focused on a single phase and it's design from the development-phases section and deliver a significant, end-to-end, fully deployable increment of testable functionality
      - Epic 1 must establish Phase 1: Unity Foundation & Core Systems (Project setup, input handling, basic scene management) unless we are adding new functionality to an existing app, while also delivering an initial piece of functionality, remember this when we produce the stories for the first epic!
      - Each subsequent epic builds upon previous epics' functionality delivering major blocks of functionality that provide tangible value to users or business when deployed
      - Not every project needs multiple epics, an epic needs to deliver value. For example, an API, component, or scriptableobject completed can deliver value even if a scene, or gameobject is not complete and planned for a separate epic.
      - Err on the side of less epics, but let the user know your rationale and offer options for splitting them if it seems some are too large or focused on disparate things.
      - Cross Cutting Concerns should flow through epics and stories and not be final stories. For example, adding a logging framework as a last story of an epic, or at the end of a project as a final epic or story would be terrible as we would not have logging from the beginning.
    elicit: true
    examples:
      - "Epic 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
      - "Epic 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
      - "Epic 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
      - "Epic 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"

  - id: epic-details
    title: Epic {{epic_number}} {{epic_title}}
    repeatable: true
    instruction: |
      After the epic list is approved, present each epic with all its stories and acceptance criteria as a complete review unit.

      For each epic provide expanded goal (2-3 sentences describing the objective and value all the stories will achieve).

      CRITICAL STORY SEQUENCING REQUIREMENTS:

      - Stories within each epic MUST be logically sequential
      - Each story should be a "vertical slice" delivering complete functionality aside from early enabler stories for project foundation
      - No story should depend on work from a later story or epic
      - Identify and note any direct prerequisite stories
      - Focus on "what" and "why" not "how" (leave technical implementation to Architect) yet be precise enough to support a logical sequential order of operations from story to story.
      - Ensure each story delivers clear user or business value, try to avoid enablers and build them into stories that deliver value.
      - Size stories for AI agent execution: Each story must be completable by a single AI agent in one focused session without context overflow
      - Think "junior developer working for 2-4 hours" - stories must be small, focused, and self-contained
      - If a story seems complex, break it down further as long as it can deliver a vertical slice
    elicit: true
    template: "{{epic_goal}}"
    sections:
      - id: story
        title: Story {{epic_number}}.{{story_number}} {{story_title}}
        repeatable: true
        instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature and reference the gamearchitecture section for additional implementation and integration specifics.
        template: "{{clear_description_of_what_needs_to_be_implemented}}"
        sections:
          - id: acceptance-criteria
            title: Acceptance Criteria
            instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
            sections:
              - id: functional-requirements
                title: Functional Requirements
                type: checklist
                items:
                  - "{{specific_functional_requirement}}"
              - id: technical-requirements
                title: Technical Requirements
                type: checklist
                items:
                  - Code follows C# best practices
                  - Maintains stable frame rate on target devices
                  - No memory leaks or performance degradation
                  - "{{specific_technical_requirement}}"
              - id: game-design-requirements
                title: Game Design Requirements
                type: checklist
                items:
                  - "{{gameplay_requirement_from_gdd}}"
                  - "{{balance_requirement_if_applicable}}"
                  - "{{player_experience_requirement}}"

  - id: success-metrics
    title: Success Metrics & Quality Assurance
    instruction: Define measurable goals for the Unity game development project with specific targets that can be validated through Unity Analytics and profiling tools.
    elicit: true
    sections:
      - id: technical-metrics
        title: Technical Performance Metrics
        type: bullet-list
        template: |
          - **Frame Rate:** Consistent {{fps_target}} FPS with <5% drops below {{min_fps}}
          - **Load Times:** Initial load <{{initial_load}}s, level transitions <{{level_load}}s
          - **Memory Usage:** Heap memory <{{heap_limit}}MB, texture memory <{{texture_limit}}MB
          - **Crash Rate:** <{{crash_threshold}}% across all supported platforms
          - **Build Size:** Final build <{{size_limit}}MB for mobile, <{{desktop_limit}}MB for desktop
          - **Battery Life:** Mobile gameplay sessions >{{battery_target}} hours on average device
        examples:
          - "Frame Rate: Consistent 60 FPS with <5% drops below 45 FPS on target hardware"
          - "Crash Rate: <0.5% across iOS/Android, <0.1% on desktop platforms"
      - id: gameplay-metrics
        title: Gameplay & User Engagement Metrics
        type: bullet-list
        template: |
          - **Tutorial Completion:** {{tutorial_rate}}% of players complete basic tutorial
          - **Level Progression:** {{progression_rate}}% reach level {{target_level}} within first session
          - **Session Duration:** Average session length {{session_target}} minutes
          - **Player Retention:** Day 1: {{d1_retention}}%, Day 7: {{d7_retention}}%, Day 30: {{d30_retention}}%
          - **Gameplay Completion:** {{completion_rate}}% complete main game content
          - **Control Responsiveness:** Input lag <{{input_lag}}ms on all platforms
        examples:
          - "Tutorial Completion: 85% of players complete movement and basic mechanics tutorial"
          - "Session Duration: Average 15-20 minutes per session for mobile, 30-45 minutes for desktop"
      - id: platform-specific-metrics
        title: Platform-Specific Quality Metrics
        type: table
        template: |
          | Platform | Frame Rate | Load Time | Memory | Build Size | Battery |
          | -------- | ---------- | --------- | ------ | ---------- | ------- |
          | {{platform}} | {{fps}} | {{load}} | {{memory}} | {{size}} | {{battery}} |
        examples:
          - iOS, 60 FPS, <3s, <150MB, <80MB, 3+ hours
          - Android, 60 FPS, <5s, <200MB, <100MB, 2.5+ hours

  - id: next-steps-integration
    title: Next Steps & BMad Integration
    instruction: Define how this GDD integrates with BMad's agent workflow and what follow-up documents or processes are needed.
    sections:
      - id: architecture-handoff
        title: Unity Architecture Requirements
        instruction: Summary of key architectural decisions that need to be implemented in Unity project setup
        type: bullet-list
        template: |
          - Unity {{unity_version}} project with {{render_pipeline}} pipeline
          - {{architecture_pattern}} code architecture with {{folder_structure}}
          - Required packages: {{essential_packages}}
          - Performance targets: {{key_performance_metrics}}
          - Platform builds: {{deployment_targets}}
      - id: story-creation-guidance
        title: Story Creation Guidance for SM Agent
        instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
        template: |
          **Epic Prioritization:** {{epic_order_rationale}}
          
          **Story Sizing Guidelines:**
          
          - Foundation stories: {{foundation_story_scope}}
          - Feature stories: {{feature_story_scope}}
          - Polish stories: {{polish_story_scope}}
          
          **Unity-Specific Story Considerations:**
          
          - Each story should result in testable Unity scenes or prefabs
          - Include specific Unity components and systems in acceptance criteria
          - Consider cross-platform testing requirements
          - Account for Unity build and deployment steps
        examples:
          - "Foundation stories: Individual Unity systems (Input, Audio, Scene Management) - 1-2 days each"
          - "Feature stories: Complete gameplay mechanics with UI and feedback - 2-4 days each"
      - id: recommended-agents
        title: Recommended BMad Agent Sequence
        type: numbered-list
        template: |
          1. **{{agent_name}}**: {{agent_responsibility}}
        examples:
          - "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
          - "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
          - "QA Tester: Validate performance metrics and cross-platform functionality"