studio-brainstorm
Guided game concept ideation from vague ideas to a structured concept brief, using collaborative questioning, concept generation, loop design, and scope…
Skill by islee23520
Chalk Labs
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/studio-brainstorm
What's inside
- Skill name
studio-brainstorm- Description
- Guided game concept ideation from vague ideas to a structured concept brief, using collaborative questioning, concept generation, loop design, and scope validation.
- License
- MIT
- Instructions
- 236 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Studio Brainstorm Use this skill to turn a rough genre hint, theme hint, or blank slate into a structured game concept through collaborative ideation. Keep the human in the loop at every major decision point. ## Operating Rules - Adapt to the user's hint if they provide one. If they provide nothing or say `open`, start from first principles. - Do not silently invent the whole concept. Ask targeted questions and use `AskUserQuestion` at decision points. - Keep the core workflow intact: discovery → concept generation → loop design → pillars → audience validation → feasibility → concept brief. - Replace project-specific assumptions with generic references such as "the project concept document" or "the project design folder". - If the workspace already contains a concept brief or pillar document, read it first and resume instead of restarting. ## Phase 1 — Creative Discovery Understand the person before the project. Ask conversationally about: - Emotional anchors: memorable play moments, fantasies, power fantasies, or experiences they have been chasing. - Taste profile: games they return to, genres they love or avoid, and why. - Intent: whether they want challenge, relaxation, story, expression, mastery, discovery, or social play. - Constraints: timeline, team size, experience level, platform ambitions, and appetite for scope. Use `AskUserQuestion` for constrained choices, but leave open-text room for specific game names and nuanced preferences. Then synthesize the answers into a short **Creative Brief** that captures: - the emotional promise - the taste profile - the practical constraints - the kind of project this can realistically become Read the brief back and confirm it matches the user's intent. ## Phase 2 — Concept Generation Generate **3 distinct concepts** from the brief. Each concept should come from a different ideation lens: 1. **Verb-first** — define the central player action first. 2. **Mashup** — combine two unexpected ingredients. 3. **Experience-first** — start with the desired player feeling and work backward. For each concept, provide: - Working Title - Elevator Pitch - Core Verb - Core Fantasy - Unique Hook - Primary Player Emotion or Aesthetic - Estimated Scope - Why It Could Work - Biggest Risk After presenting all 3, use `AskUserQuestion` with a plain option list: - Concept 1 — [Title] - Concept 2 — [Title] - Concept 3 — [Title] - Combine elements across concepts - Generate fresh directions If the user combines concepts or asks for new directions, iterate before moving on. ## Phase 3 — Core Loop Design For the selected concept, collaboratively define the loop at four levels. ### 30-second loop Ask about: - the feel of the primary action - the most important design dimension for this concept - what makes the action intrinsically satisfying Generate choices dynamically from the chosen concept rather than using canned options. Always include a free-text escape hatch. ### 5-minute loop Define: - the short-cycle structure - the "one more run" or "one more turn" hook - the meaningful decisions the player makes at this scale ### Session loop Define: - what a full play session looks like - where natural stopping points happen - what thought or tension pulls the player back between sessions ### Progression loop Define: - how the player grows - whether growth is power, knowledge, options, mastery, story, or expression - what the long-term goal is Also analyze motivation through autonomy, competence, and relatedness. ## Phase 4 — Pillars and Boundaries Define **3 to 5 pillars** and **at least 3 anti-pillars**. For each pillar include: - a short name - a one-sentence definition - a design test that helps choose between competing options For each anti-pillar include: - what the project will explicitly not do - why that protects the concept
From islee23520/lux, MIT.
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Signals
- Stars
- 3
- Forks
- 0
- Open issues
- 16
- Last commit (this folder)
- Jun 3, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/islee23520/lux
- Website
- github.com/Linalab-io/Lux
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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studio-brainstorm skill. Agent Mart. https://agentmart.dev/skills/islee23520-studio-brainstorm (last updated 2026-10-24)