.agents/skills/brainstorm/SKILL.md
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
npx skillsauth add scotidev/GameDevStudio brainstormInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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When this skill is invoked:
Parse the argument for an optional genre/theme hint (e.g., roguelike,
space survival, cozy farming). If open or no argument, start from
scratch.
Check for existing concept work:
design/gdd/game-concept.md if it exists (resume, don't restart)design/gdd/game-pillars.md if it exists (build on established pillars)Run through ideation phases interactively, asking the user questions at each phase. Do NOT generate everything silently — the goal is collaborative exploration where the AI acts as a creative facilitator, not a replacement for the human's vision.
Use AskUserQuestion at key decision points throughout brainstorming:
AskUserQuestion to capture the decision with concise labels.Professional studio brainstorming principles to follow:
Start by understanding the person, not the game. Ask these questions conversationally (not as a checklist):
Emotional anchors:
Taste profile:
Practical constraints (shape the sandbox before brainstorming):
Synthesize the answers into a Creative Brief — a 3-5 sentence summary of the person's emotional goals, taste profile, and constraints. Read the brief back and confirm it captures their intent.
Using the creative brief as a foundation, generate 3 distinct concepts that each take a different creative direction. Use these ideation techniques:
Technique 1: Verb-First Design Start with the core player verb (build, fight, explore, solve, survive, create, manage, discover) and build outward from there. The verb IS the game.
Technique 2: Mashup Method Combine two unexpected elements: [Genre A] + [Theme B]. The tension between the two creates the unique hook. (e.g., "farming sim + cosmic horror", "roguelike + dating sim", "city builder + real-time combat")
Technique 3: Experience-First Design (MDA Backward) Start from the desired player emotion (aesthetic goal from MDA framework: sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission) and work backward to the dynamics and mechanics that produce it.
For each concept, present:
Present all three. Ask the user to pick one, combine elements, or request new concepts. Never pressure toward a choice — let them sit with it.
For the chosen concept, use structured questioning to build the core loop. The core loop is the beating heart of the game — if it isn't fun in isolation, no amount of content or polish will save the game.
30-Second Loop (moment-to-moment):
5-Minute Loop (short-term goals):
Session Loop (30-120 minutes):
Progression Loop (days/weeks):
Player Motivation Analysis (based on Self-Determination Theory):
Game pillars are used by real AAA studios (God of War, Hades, The Last of Us) to keep hundreds of team members making decisions that all point the same direction. Even for solo developers, pillars prevent scope creep and keep the vision sharp.
Collaboratively define 3-5 pillars:
Then define 3+ anti-pillars (what this game is NOT):
Using the Bartle taxonomy and Quantic Foundry motivation model, validate who this game is actually for:
Ground the concept in reality:
Generate the game concept document using the template at
.agents/docs/templates/game-concept.md. Fill in ALL sections from the
brainstorm conversation, including the MDA analysis, player motivation
profile, and flow state design sections.
Save to design/gdd/game-concept.md, creating directories as needed.
Suggest next steps (in this order — this is the professional studio pre-production pipeline):
/setup-engine [engine] [version] to configure the engine and populate version-aware reference docs"/design-review design/gdd/game-concept.md to validate completeness"creative-director agent for pillar refinement"/map-systems — maps dependencies, assigns priorities, and creates the systems index"/design-system — guided, section-by-section GDD writing"/prototype [core-mechanic]"/playtest-report to validate the hypothesis"/sprint-plan new"Output a summary with the chosen concept's elevator pitch, pillars, primary player type, engine recommendation, biggest risk, and file path.
development
Track, categorize, and prioritize technical debt across the codebase. Scans for debt indicators, maintains a debt register, and recommends repayment scheduling.
content-media
Orchestrate the UI team: coordinates ux-designer, ui-programmer, and art-director to design, implement, and polish a user interface feature from wireframe to final.
development
Orchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.
testing
Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.