Give Claude the Full Deck

I built a game bible that serves two masters at once. You can show it to a publisher. You can paste it into Claude at 2am and it knows exactly what to build. Here's the whole thing.

View the full pitch deck โ†’


There's a document I've been building for two years that does something most pitch decks don't.

You can show it to a publisher and it looks like a pitch. Every slide earns its place. The logline, the comps, the store copy, the build status. The art direction is consistent and deliberate โ€” noir Italian cinema palette, amber and gunmetal on near-black, Rajdhani for the headers, Share Tech Mono for the body. It looks like something.

You can also paste the whole thing into Claude at 2am and say build the next feature and the model knows exactly where it is. The tone pillars. The forbidden patterns. The dice mechanics. The Nonna Standard. The event queue rules. The fact that you cannot call Image.asset() directly. The fact that emoji are not permitted anywhere in the game text because emojis are web-app language and web-app language fails the Nonna Standard.

Most documents are written for one audience. This one is written for two. That is the thing Claude Design makes possible, and it took me a while to understand that's what I was building.


What Claude Design is.

The artifact feature in Claude โ€” the ability to generate and iterate on a rendered HTML document inside the conversation โ€” changed the way I think about game documentation. A pitch deck is not a PDF anymore. It's a living object. You iterate on it with the model the way you iterate on code. You describe what's missing. The model refines. You check the render. You push back on the tone.

The Pizza Connection pitch deck is a custom <deck-stage> web component driving 29 slides. The CSS does the heavy lifting on the presentation layer โ€” every design token is a variable, every color is functional, the typography system enforces the tone at the mechanical level. It looks designed because it was designed. In Claude. Iteratively. Over months.

The actual process looked like this:

"I need to feed this to Claude CLI in VSCode later, so let's stack it with relevant info that sets atmosphere and improves our game understanding of the code โ€” both for humans and AI."

And Claude's response was to ask what format, what depth, what tone rules. Questions answered: rich HTML doc, all of it, keep atmosphere so the final polishes stay in the universe. The six tone pillars expanded. Screen and widget naming conventions. Forbidden patterns. Event queue rules. Economy and balance constants. The Arcade Mandate. The Nonna kidnapping cycle.

Then the font complaint โ€” "the text is too small, needs to be bigger, more arcade style font, not this pizza menu shit." The model fixed it. Then: "I liked it better as slides โ€” that was much nicer, I just wanted to make the first document longer." Pivot. One long deck instead of a bible, pitch and bible merged, never cramped, never rushing.

The Nonna kidnap image arrived mid-session with a markdown doc explaining the system. The model read the doc, copied the image path, built a dedicated slide with the three-path rescue flow and the full flag documentation. Then the Arch Enemy system file came in. It got its own page too.

That is the workflow. Iterative. Conversational. The model holds the whole context. You push back. It adjusts. The document is a conversation you can freeze and hand to the next session.

I've been making games and tools and writing with Claude for two years. Claude Design is genuinely great โ€” and I mean that as someone who stress-tests AI tools for a living and has opinions about what counts as useful versus what counts as impressive. Design is useful. The artifact loop is tight enough to feel like a real working session. You push back, it adjusts, the render updates, you push back again. There's no friction between the idea and the thing you can look at.

Anthropic gave early access to this and it changed how I document. The Pizza Connection pitch deck exists in its current form because of it โ€” 29 slides, fully navigable, a document that serves two masters. That doesn't happen in Google Slides.

This is not the article where I explain what Claude Design is step by step. This is the article where I give you the whole thing.


The pitch.

HBO prestige drama meets 1990s coin-op arcade. One lifetime. Six phases. No two runs the same. Nothing plays like this.

That's the logline. It does all the work. When the first slide fades in and that line lands, the conversation is already half over. The publisher either hears it or they don't. The tone alone is the moat.

The Pizza Connection is a single-player, stat-driven crime saga for iPad and Steam. You play a lifetime, not a history. The Ceremony sets your dice. The Contemporary collects the debt. Everything in between is yours to ruin.

The world runs on three tone pillars. AMARO โ€” bittersweet tragedy, every victory has a cost, a baptism and a massacre in the same church, the sacred and the profane on the same altar. ARCADE CAMP โ€” 1990s coin-op absurdity sitting inside prestige drama, the contrast is intentional, jackpot versus permanent scar. GENERATIONAL WEIGHT โ€” you are playing a lifetime, the Ceremony sets, the Contemporary collects, everything in between is the accounting.

Those three pillars are in the pitch. They are also the creative north star for every screen in the game.


Six phases. One lifetime. No rewind.

Phase I โ€” Ceremony. The blood oath in Nonna's kitchen. The dice fall for the first time. The Arch Enemy is assigned.

Phase II โ€” Origins. Establishing power. Every street corner is a negotiation. The Family Boss watches.

Phase III โ€” Expansion. Aggressive growth. Territory wars. The empire stretches across locations worldwide.

Phase IV โ€” Golden. Maximum influence. Maximum exposure. The most dangerous moment โ€” when everything is working.

Phase V โ€” Decline. Internal rot. External heat. Betrayal from within. The Arch Enemy circles closer.

Phase VI โ€” Contemporary. Digital laundering. Legacy and reckoning. The Contemporary collects the debt.

Each phase shifts the mechanics, the stakes, the atmosphere. There is no rewind. There is no respawn. The run ends exactly once.


The dice.

D4 through D20. Skull Multipliers that compound outcomes ร—2 through ร—5. Starting capital rolled at the Ceremony: (3d6 ร— 100) + 700 WADD โ€” a range of 1,000 to 2,500 Walking Around Dough.

HACK LOVE BETRAY
COMING SOON

HACK LOVE BETRAY

Mobile-first arcade trench run through leverage, trace burn, and betrayal. The City moves first. You keep up or you get swallowed.

VIEW GAME FILE โ†’

Six stats: Fists, Brains, Guts, Heart, Respect, Heat. One currency: WADD.

The Heat Floor rule is my favorite mechanical decision in the whole game. When your Respect climbs high enough, it sets a permanent minimum for your Heat. The formula is floor(respect / 5). At maximum Respect, you cannot go below 20 Heat. You cannot go cold once you are feared. The game remembers what you are.

Rank is gated by both Respect threshold AND the story ceremony event. Grinding Respect alone does nothing. The game requires both the number and the ritual.


Twenty minigames. Every one is life or death.

Not breaks from the story โ€” story resolution mechanics. Win: jackpot. Lose: permanent scar.

Big Score. Espresso Rush. Nuclear War. Pump & Dump. Guess Da Snitch. Pizza Slinger. Steel Nerves. Shadow Tail. Smuggler's Run. Gym Rat. Clean Hands. Da Collector. Fort Vaffanculo. Carrier Pigeon Club. Il Circolo. Il Sapore Degli Uomini. Amore Scandaloso. Good Deeds. Nonna & Zia. Pasta Trivia.

All complete. All balanced. All wired to the event lane.


Fifty final fates. No good endings โ€” only earned ones.

The TRIUMPH fates: Pizza King, Anonymous Legend, Don Supreme, Business Mogul.

The LEGACY fates: Mentor Figure, Family Man, International Escape, Alzheimer's King.

The FALL fates: Federal Informant, Prison Lifer, War Casualty.

And then there is THE GAMBLE: d20 + GUTS vs DC 15. Roll high with high Guts โ€” 65% odds at GUTS 18. Roll with GUTS 1 โ€” 5% odds. Hit: the best fate you've earned. Miss: the worst fate you've earned. Gamble everything on a single number because you've come this far and you are exactly that kind of person.


The inside game.

That's the pitch. The second half of the deck is the bible. "For the team and for the machines."

Six tone pillars function as the quality gate for every design decision. The sixth and final one is THE NONNA STANDARD: would a street-level Sicilian grandmother find this insulting? If it sounds like corporate onboarding, it fails. If it sounds like a settings page, cut it. If it sounds like a web app, start over.

The Arcade Mandate is six UX rules with one absolute first among them: ZERO SCROLLING. Every core screen must fit a single cabinet frame. If it scrolls, the design failed. Tier or paginate within the frame. The rule has no exceptions.

The forbidden patterns section lists twelve things the codebase has been hardened against. These are not preferences. These are historical failures โ€” things that were tried, broke something, got documented, and cannot be reintroduced. Never call Image.asset() directly. Never modify PlayerStats fields directly โ€” use the provided methods. Never trigger events inline โ€” always use gameProvider.addEventToQueue(). Never use emojis in game text or UI labels. Never allow scrolling in core gameplay screens.

The color system is functional, not decorative. Gray is Intel. Red is Violence. Green is Money. Gold is Family. Blue is Brains. Amber is Heat warning. Every color is faction language. Apply consistently or the visual system stops making meaning.


The architecture, briefly.

Flutter, Dart SDK 3.0+, Provider 6.1.0, Steamworks 0.4.7. iPad-first. Steam-ready. Single-player, no backend.

GameProvider is the root ChangeNotifier. Seven mixins. STATE IS THE ENEMY is written in the code comments. Logic lives in services. UI only renders state. No business logic in build() methods. No exceptions to this.

The story_screen.dart is 3,470 lines across eleven sections navigated by โ•โ•โ• dividers. It contains the dice engine, the ceremony maps, the consequence system, the contested roll builder, and the vendetta reveal. It is the largest file in the project and the one Claude needs to understand most completely before touching anything.


Two years in. Nearly across the line.

The minigames are complete. The full event lane is wired. Fifty endings are reachable โ€” the Prison Lifer heatTolerance bug is fixed, they all work. The music system is live. The character cast is fully portrayed throughout all event screens. The save system is file-backed JSON with three slots and legacy migration. Steam SDK is integrated. Flutter analyze returns zero errors.

What remains: final SFX mix, real-device iPad profiling (simulator clean is not device clean), Sentry DSN configuration, App Store metadata, Steam store page.

The Nonna Standard audit on every remaining line of dialogue. Read it out loud. If it sounds corporate, cut it.


How to use this workflow.

Build the document in Claude. Not as a reference or a summary โ€” as the actual operational bible. The design tokens in the CSS are design decisions. The forbidden patterns are accumulated wisdom. The architecture section is a handoff document to any model that will help you build the next feature.

When you open a new Claude session: paste the deck. Say this is the project. here's what I need. The model reads the tone pillars, the forbidden patterns, the Nonna Standard, the event queue rules. It starts inside the project instead of outside it. You save the first forty messages.

The deck that serves two masters isn't twice the work. It's the same work, done with more precision. You're forced to articulate what the project actually is โ€” not for the publisher, not for the model, but for yourself. The document is the thinking. The pitch deck is proof that you've done it.


The Pizza Connection โ€” iPad & Steam. One lifetime. Six phases. No two runs the same.

Steam release coming soon. Almost across the line.

View the full pitch deck โ†’ ยท The Pizza Connection ยท mdrn.app