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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

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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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About

Guided game concept ideation from vague ideas to a structured concept brief, using collaborative questioning, concept generation, loop design, and scope validation.

Use cases: design

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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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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Stars
3
Forks
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Open issues
16
Last commit (this folder)
Jun 3, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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studio-brainstorm skill. Agent Mart. https://agentmart.dev/skills/islee23520-studio-brainstorm (last updated 2026-10-24)