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start skill

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

First-time onboarding — asks where you are, then guides you to the right workflow.

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Install the start 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/start ~/.claude/skills/start
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

Guided Onboarding

This skill writes project.yaml — the project.stage, modes.rigor and modes.automation settings — plus one legacy mirror, production/stage.txt, for backward compatibility with hooks that have not migrated. modes.rigor and modes.automation have no legacy mirror; they are written to project.yaml only.

/start never writes modes.reviewmode, in either location.** It is a

rigor-fronted knob: writing it explicitly pins it and shadows the modes.rigor

expansion, so the Phase 3d question would stop changing director-review depth

(see Phase 3d, and the same rule in project.yaml's header comment). It must

not write production/review-mode.txt either — the legacy step sits

above the rigor expansion in the resolution chain, deliberately, so a genuine

v1.0 project's explicit choice survives migration. On a new project that

ordering works against you: a mirror file written here would outrank the

expansion permanently. Verified: rigor: minimal plus a review-mode.txt

containing lean resolves to lean, not the expected solo.

This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Note: on a fresh project no modes.automation is set yet, so /start runs collaboratively — it is creating the config. Its core onboarding questions (starting point, rigor, automation) are project-shaping and always prompt regardless of mode. Engine choice is not among them — it is deferred to /setup-engine, which Phase 4 hands off to. If /start is re-run on an already-configured project, the resolved mode applies per .claude/docs/automation-modes.md.

Phase 1: Detect Project State

Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.

Check:

  • Engine configured? Read engine.name from project.yaml; if that key is absent or empty (including when project.yaml has no engine: block), fall back to .claude/docs/technical-preferences.md (an Engine field of [TO BE CONFIGURED], or no file, means not set). The engine is configured if either source yields a real engine name.
  • Game concept exists? Check for design/gdd/game-concept.md (or design/game-brief.md at the minimal tier).
  • Source code exists? Resolve the code root from the engine.name read above (src/ Godot, Assets/ Unity, Source/ Unreal; full order in .claude/docs/code-root-resolution.md), then Glob it for source files (.gd, .cs, .cpp, .h, .rs, .py, .js, .ts). If the code root is unresolved, say so rather than concluding there is no code — a Unity or Unreal project scanned as src/ returns zero files and reads as greenfield.
  • Prototypes exist? Check for subdirectories in prototypes/.
  • Design docs exist? Count markdown files in design/gdd/.
  • Production artifacts? Check for files in production/sprints/ or production/milestones/.

Store these findings internally to validate the user's self-assessment and tailor recommendations.

Phase 2: Ask Where the User Is

This is the first thing the user sees. Use AskUserQuestion with these exact options so the user can click rather than type:

  • Prompt: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
  • Options:
  • A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make.
  • B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
  • C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
  • D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.

Wait for the user's selection. Do not proceed until they respond.

Phase 3: Route Based on Answer

If A: No idea yet

The user needs creative exploration before anything else.

  1. Acknowledge that starting from zero is completely fine
  2. Briefly explain what /brainstorm does: it turns "no idea" into a written design your next step can build from. Mention that it has two modes: /brainstorm open for fully open exploration, or /brainstorm [hint] if they have even a vague theme (e.g., "space", "cozy", "horror").

Describe it tier-neutrally here. Phase 3d has not run, so you do not yet

know how much process this project wants — and /brainstorm changes shape

completely on that answer. At minimal it runs a short Lean Brief flow and

stops, producing a one-page design/game-brief.md; at standard/full it

runs the full ideation walk (MDA, player psychology, verb-first design) and

produces the concept document. Naming the full walk here, then having Phase 4

describe the same skill as "produce the one-page brief", gives the user two

contradicting accounts of one skill inside a single /start run. Phase 4 is

where the tier-specific description belongs.

full pipeline here. Phase 3d has not yet asked how much process the user wants, and that answer changes the path substantially. Say: "I'll lay out the full path once I know how much process you want — two quick questions away."

  1. Recommend running /brainstorm open as the next step, but invite them to use a hint if something comes to mind
  2. Name the immediate next step only — /brainstorm open. Do not list the

If B: Vague idea

list the full pipeline here; Phase 3d has not yet asked how much process the user wants, and that answer changes the path. Say: "I'll lay out the full path once I know how much process you want — two quick questions away."

  1. Ask them to share their vague idea — even a few words is enough
  2. Validate the idea as a starting point (don't judge or redirect)
  3. Recommend running /brainstorm [their hint] to develop it
  4. Name the immediate next step only — /brainstorm [their hint]. Do not

If C: Clear concept

  1. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
  2. Acknowledge the concept, then use AskUserQuestion to offer two paths:
  • Prompt: "How would you like to proceed?"
  • Options:
  • Formalize it first — Run /brainstorm [concept] to structure it into a proper game concept document
  • Jump straight in — Go to /setup-engine now and write the GDD manually afterward

the full pipeline here; Phase 3d has not yet asked how much process the user wants, and that answer changes the path. Say: "I'll lay out the full path once I know how much process you want — two quick questions away."

  1. Name the immediate next step only — their pick from step 2. Do not list

If D: Existing work

  1. Share what you found in Phase 1:
  • "I can see you have [X source files / Y design docs / Z prototypes]..."
  • "Your engine is [configured as X / not yet configured]..."
  1. Sub-case D1 — Early stage (engine not configured or only a game concept exists):
  • Recommend /setup-engine first if engine not configured
  • Then /project-stage-detect for a gap inventory

Sub-case D2 — GDDs, ADRs, or stories already exist:

  • Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. /adopt checks this specifically."
  • Recommend:
  1. /project-stage-detect — understand what phase and what's missing entirely
  2. /adopt — audit whether existing artifacts are in the right internal format
  1. Show the recommended path for D2:
  • /project-stage-detect — phase detection + existence gaps
  • /adopt — format compliance audit + migration plan
  • /setup-engine — if engine not configured
  • /design-system retrofit [path] — fill missing GDD sections
  • /architecture-decision retrofit [path] — add missing ADR sections
  • /architecture-review — bootstrap the TR requirement registry
  • /gate-check — validate readiness for next phase

Phase 3c: Write Initial Stage

After confirming the starting path, write the initial stage to BOTH project.yaml (primary) AND production/stage.txt (legacy fallback for hooks that haven't migrated yet). Create the production/ directory if it does not exist.

In project.yaml, ensure a project: block exists with stage: [value].

file to have been read in this session), then use the Edit tool to add/update the project: block, placing it immediately after the framework: block.

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'.
  • AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
  • 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.

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