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brainstorm skill

by Donchitos·Donchitos/Claude-Code-Game-Studios·25k stars·MIT

Guided concept ideation using professional studio techniques, player psychology, creative exploration.

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Install the brainstorm skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios
mkdir -p ~/.claude/skills
cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/brainstorm ~/.claude/skills/brainstorm
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys reviewmode,automation,docs.density,workflow

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

--review overrides review_mode; store it for all gate spawns this run. 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; automationalwaysask categories always prompt).

docs.density — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse = pillar bullets + concept bullets; balanced = pillars + concept with brief rationale (default); thorough = pillars + concept + extensive rationale + alternatives. Apply it to every section you author.

Tier branch — check workflow FIRST

The workflow tier resolved above governs this skill's output:

Phase 5 and the concept-document generation). No change.

  • standard / full → run the full flow ("When this skill is invoked" through

Phases 1–5, the director gates (CD-PILLARS / AD-CONCEPT-VISUAL / TD-FEASIBILITY / PR-SCOPE), and the full-length concept document entirely. Output is the one-page design/game-brief.md, not game-concept.md.

  • minimal → run the Lean Brief flow immediately below and STOP — skip

Lean Brief flow (workflow: minimal only)

A jam / small-scope session: capture the load-bearing thinking in one page, then get to code. Keep prompting light — a few exchanges, not fifteen. Author from the one-page template .claude/docs/templates/game-brief.md (6 required fields + 2 one-liners). If design/game-brief.md already exists, read it and resume/refine rather than restart.

2–3 one-line concepts (verb-first or mashup, per Phase 2's techniques). One AskUserQuestion to pick or combine — the only guaranteed creative prompt.

  1. Concept — from the argument hint (or one quick open question if none), propose
  1. Fill the brief fields conversationally (not one prompt each):

a story downstream). If it runs past ~7, push back on scope.

  • One-sentence pitch — the excited one-liner.
  • Core loop — the 2–4 step cycle the player repeats.
  • MVP — the ruthlessly short feature list that makes it the game (each becomes

(offer, don't force). Present the filled brief back in full for a single confirmation.

  • Out of scope — what they're deliberately NOT building.
  • Build order — sequence to build the MVP, risky / core-fun thing first.
  • Who it's for / what they feel and Art & audio direction — one line each

design/game-brief.md?" → [A] Yes — write it / [B] Revise a field first. On [B], revise the named field, show before/after, re-ask; repeat until [A]. Then write design/game-brief.md from the template, creating directories as needed. Honor modes.automation for this write as elsewhere in the framework.

  1. Write approval — AskUserQuestion: "Brief is ready. May I write it to

project.yaml first and list /setup-engine only if it is absent or empty:**

  1. Next steps (short — this is the point). **Read engine.name from

the engine (required before code)"

  1. (only when engine.name is absent or empty) "/setup-engine — configure

epic is implicit at minimal; there is no separate /create-epics or /sprint-plan — the brief's build order is the plan."

  1. "/create-stories — turn the brief's MVP list into implementable stories. The
  1. "/dev-story — first line of game code"

Why the condition. /start's minimal path runs /setup-engine

before /brainstorm, and /setup-engine Section 2 states that a missing

brief is expected because the brief is authored afterwards. Listing engine

setup unconditionally here tells a user who just followed that path to go

back and redo step one — the only skill in the four-step path that assumes

it runs first.

Then output a one-line summary (pitch + MVP feature count + design/game-brief.md).

Verdict: COMPLETE — game brief created; next stop is code. Do NOT run Phases 1–5, spawn any director gate, or write game-concept.md at this tier.

When this skill is invoked (standard / full tier — minimal uses the Lean Brief flow above):

space survival, cozy farming). If open or no argument, start from scratch.

  1. Parse the argument for an optional genre/theme hint (e.g., roguelike,
  1. Check for existing concept work:
  • Read design/gdd/game-concept.md if it exists (resume, don't restart)
  • Read design/gdd/game-pillars.md if it exists (build on established pillars)

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.

  1. Run through ideation phases interactively, asking the user questions at

Use AskUserQuestion at key decision points throughout brainstorming:

Write full creative analysis in conversation text first, then use AskUserQuestion to capture the decision with concise labels.

  • Constrained taste questions (genre preferences, scope, team size)
  • Concept selection ("Which 2-3 concepts resonate?") after presenting options
  • Direction choices ("Develop further, explore more, or prototype?")
  • Pillar ranking after concepts are refined

Professional studio brainstorming principles to follow:

  • Withhold judgment — no idea is bad during exploration
  • Encourage unusual ideas — outside-the-box thinking sparks better concepts
  • Build on each other — "yes, and..." responses, not "but..."
  • Use constraints as creative fuel — limitations often produce the best ideas
  • Time-box each phase — keep momentum, don't over-deliberate early

Phase 1: Creative Discovery

Start by understanding the person, not the game. Ask these questions conversationally (not as a checklist):

Emotional anchors:

you lose track of time? What specifically created that feeling?

  • What's a moment in a game that genuinely moved you, thrilled you, or made

quite found?

  • Is there a fantasy or power trip you've always wanted in a game but never

Taste profile:

(Ask this as plain text — the user must be able to type specific game names freely. Do NOT put this in an AskUserQuestion with preset options.)

  • What 3 games have you spent the most time with? What kept you coming back?

or let you express yourself? (Use AskUserQuestion for this — constrained choice.)

More skills from Donchitos/Claude-Code-Game-Studios

  • AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
  • Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
  • Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
  • Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
  • Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
  • Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
  • Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
  • Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
  • Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
  • AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
  • Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.
  • Aconsistency-checkScan GDDs against the entity registry for cross-document conflicts. Grep-first approach targets conflicting sections, different stats.

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