name: gd-design-weapon description: Weapon and item design documentation. Use when designing weapons, creating item systems, balancing equipment, or designing consumables.
Weapon Design
Weapon Template
## [Weapon Name]
### Type
[Category: melee, ranged, magic, etc.]
### Role
[Combat role: close-range, area denial, sniping, etc.]
### Stats
| Stat | Value | Description |
|------|-------|-------------|
| Damage | [X] | Per hit |
| Fire Rate | [Y] | Attacks per second |
| Accuracy | [Z] | Spread/recoil |
| Range | [R] | Effective distance |
| Magazine | [M] | Ammo capacity |
| Reload | [S] | Reload time |
| [Etc] | [...] | [...] |
### Handling
- **ADS speed:** [Zoom time]
- **Movement speed:** [While aiming]
- **Swap time:** [Equip speed]
- **Recoil pattern:** [Visual feedback]
### Damage Model
| Distance | Head | Body | Legs |
|----------|-----|------|------|
| [Close] | [X] | [Y] | [Z] |
| [Medium] | [X] | [Y] | [Z] |
| [Far] | [X] | [Y] | [Z] |
### Features
- **Feature 1:** [Description]
- **Feature 2:** [Description]
### Counterplay
**Countered by:**
- [Weapon/Strategy] - [Why it works]
- [Weapon/Strategy] - [Why it works]
### Skill Expression
**Floor:** [Minimum effectiveness]
**Ceiling:** [Maximum effectiveness with skill]
### Visual Design
- **Shape:** [Silhouette recognition]
- **Color:** [Team/affiliation indicators]
- **Animation:** [Attack animations]
- **Audio:** [Fire sounds, reload, etc.]
### Acquisition
- **Unlock:** [How to get it]
- **Cost:** [Price/crafting]
- **Rarity:** [Spawn rate]
### Asset Requirements
- **Asset Source:** [Asset pack name or "Custom"]
- **Format:** [FBX / GLB / GLTF / Custom]
- **Scale Factor:** [Documented scale value from asset testing]
- **Bone Attachment:** [Attachment point - e.g., "RightHand", "mixamorigRightHand"]
**Scale Reference:**
| Asset Pack | Typical Scale | Notes |
|------------|---------------|-------|
| Blaster Kit | 0.015 | CRITICAL: 0.15 is 10x too large |
| Mixamo | 1.0 | Standard meter scale |
| Custom | TBD | To be determined during implementation |
**Example Entry:**
Asset Source: Blaster Kit Format: FBX Scale Factor: 0.015 Bone Attachment: mixamorigRightHand Notes: CRITICAL scale - 0.15 makes weapon GIGANTIC
**Why This Matters:**
- Asset packs have wildly different scale expectations
- Scale documentation prevents 10x size errors during implementation
- Bone attachment requirements vary by rig format (Mixamo vs custom)
- Pre-documenting reduces Developer-Tech Artist coordination overhead
Weapon Categories
Melee
Close-quarters combat:
- Swords, axes, maces
- Fist weapons
- Spears and polearms
- Daggers and knives
Ranged
Distance combat:
- Pistols, rifles, shotguns
- Bows, crossbows
- Thrown weapons
- Magic staves
Area of Effect
Multiple targets:
- Explosives
- Sprays and cones
- DoTs (Damage over Time)
- Summons
Utility
Support items:
- Shields
- Grenades
- Traps
- Boosts
Balance Framework
Rock-Paper-Scissors
Every weapon category has counters:
Melee beats Shotgun
Shotgun beats Sniper
Sniper beats Rifle
Rifle beats LMG
etc.
Niche Protection
Each weapon needs a role:
- CQC - Shotguns, SMGs
- Mid-range - Rifles
- Long-range - Snipers
- Area denial - LMGs, explosives
Skill Indexing
Reward player skill:
- Headshots - Precision rewarded
- Tracking - Leading targets
- Timing - Window-based abilities
- Positioning - Map knowledge
Item Design
Consumables
Single-use items:
Effect → Duration → Cooldown
Equipment
Persistent items:
Slot → Effect → Drawback
Balance Levers
Tunable values for balance:
| Lever | Effect |
|---|---|
| Damage | Time to kill |
| Fire rate | DPS, ammo consumption |
| Accuracy | Effective range |
| Magazine | Sustained fire duration |
| Reload | Vulnerability window |
| Mobility | Positioning advantage |
Weapon Review Checklist
Before finalizing a weapon:
- Clear role and use case
- Balanced stats for its role
- Has meaningful counterplay
- Skill ceiling exists
- Satisfying to use
- Distinct from other weapons
- Visual clarity
- Audio feedback
- Technical feasibility confirmed