game-ideation
Generate and pressure-test concepts: core loop, hook, fantasy, and the paper prototype that proves it.
Skill by poorvith-mp
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.
npx agentmarket install skill/poorvith-mp-game-ideation
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.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Use cases: testing, research
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
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/game-ideation
What's inside
- Skill name
game-ideation- Description
- Generate and pressure-test concepts: core loop, hook, fantasy, and the paper prototype that proves it. Use when brainstorming game concepts, core loops, or elevator pitches.
- License
- MIT
- Instructions
- 98 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- routing.yaml · evals/
- game-ideation.skill
SKILL.md (first lines)
# game-ideation
## Core Philosophy
Game concepts are cheap; captivating gameplay loops are rare and difficult. A game idea is not a 200-page fantasy lore bible or a list of disjointed cool features. A real game concept is an operational hypothesis about player psychology, mechanical friction, and emotional agency. Great game ideation engineers an unforgettable Core Loop, clarifies the central fantasy fulfillment, articulates an undeniable hook, and tests core mechanics immediately using disposable tabletop or greybox prototypes.
---
## 4-Step Game Ideation & Prototyping Framework
### Step 1: The Core Gameplay Loop (The 30-Second Micro Loop)
1. **The Recursive Loop Anatomy**:
- Every great game is built on a tight, repeatable 30-second loop:
$$text{Action (Friction)} o text{Feedback (Sensory Juice)} o text{Reward (Dopamine)} o text{Reinvestment / Mastery}$$
- *Example (Hades)*: Dash-strike enemy (Action) $ o$ Screen shake + blood crunch sound (Feedback) $ o$ Darkness / Boon drop (Reward) $ o$ Upgrade passive abilities (Reinvestment).
2. **The Macro Loop**:
- How does the 30-second micro-loop feed the 20-minute session loop and the 40-hour metagame progression?
### Step 2: Fantasy Fulfillment & The "Why You Play" Hook
1. **The Core Emotional Fantasy**:
- What visceral role does the player inhabit? (e.g. "An exhausted spaceship salvage contractor dismantling nuclear reactors under zero gravity").
2. **The "X Meets Y with a Twist" Elevator Hook**:
- Formulate the unique commercial wedge:
- *"Subnautica meets Papers, Please: You are a border control officer inspecting alien biology on an underwater research colony."*
- If the hook cannot be visualized in 1 sentence, the market cannot understand it.
### Step 3: The 3 Pillars of Mechanical Design
1. **Define the 3 Inviolable Pillars**:
- Pillars are design constraints that resolve all future gameplay arguments:
- Pillar 1: *Every resource is physical and heavy.*
- Pillar 2: *Sound is lethal; stealth requires silence.*
- Pillar 3: *Zero procedural generation; hand-crafted atmospheric environmental storytelling.*
### Step 4: Disposable Paper & Greybox Prototyping
1. **The 24-Hour Paper Prototype**:
- Before touching Unity or Unreal, simulate the core mechanics using paper cards, dice, index cards, and a stopwatch.
- If the core loop is not engaging and tense as a physical tabletop game, adding 3D graphics and shaders will not fix it.
2. **The Greybox Prototype**:
- Build a 3-day digital prototype using raw untextured cubes and basic collision geometry. Test exclusively: *Does moving, jumping, and shooting feel inherently satisfying in a vacuum?*
---
## Deliverable Format: 1-Page Game Concept Document (`GAME-CONCEPT.md`)
```markdown
# Game Concept & Core Loop Document: [Working Title]
## 1. High Concept & Commercial Hook
- **Working Title**: *Reactor Salvage: Zero-G*
- **The Hook (1 Sentence)**: *Hardspace: Shipbreaker* meets survival horror: dismantle derelict fusion reactors under zero-gravity while managing heat, radiation, and structural collapse.
- **Target Audience / Genre**: Sci-Fi Simulation / Atmospheric Physics Survival (PC / Steam)
- **Primary Player Fantasy**: The meticulous, blue-collar technical specialist surviving on dangerous industrial knowledge.
## 2. The Core Gameplay Loops
```mermaid
graph TD
A[Scan Derelict Reactor Core] -->|Identify Vulnerability| B[Cut High-Pressure Fuel Lines]
B -->|Physics Crunch & Heat Vent| C[Extract Enriched Plasma Fuel]
C -->|Sell Plasma at Orbital Station| D[Upgrade Laser Cutters & Coolant Packs]
D --> A
```
## 3. The 3 Design Pillars
1. **Pillar 1: Kinetic Industrial Danger**: Machinery behaves with realistic momentum; a loose steel beam crushes the player.
2. **Pillar 2: Technical Problem Solving Over Reflexes**: Success requires reading schematics and pressure gauges, not twitch aim.
3. **Pillar 3: Atmospheric Isolation**: Audio is restricted strictly to player breathing, suit alarms, and metallic creaks.
## 4. Paper Prototype Validation Findings
- **Tabletop Test**: Tested fuel extraction card game with 4 players.
- **Insight**: Managing overheating risk generated immense tension; confirmed heat management as the primary mechanical driver.
```
---
## Worked Example: Refining a Bloated RPG Concept
- **Original Pitch**: A 100-hour fantasy open-world RPG with 20 classes, base-building, naval combat, and political intrigue.
- **Paring Down**: Stripped all fluff; focused on the single most engaging mechanic: "A merchant managing a potion shop in a monster-besieged fortress."
- **Outcome**: Concept became a hyper-focused, successful indie hit with a clear 30-second loop and distinct market identity.
---
## Verification Checklist
- [ ] Core 30-second gameplay loop is diagrammed (Action -> Feedback -> Reward -> Reinvestment).
- [ ] Elevator hook explains the unique commercial premise in one sentence.
- [ ] 3 inviolable design pillars are established to guide future scope decisions.
- [ ] Paper or tabletop simulation confirms mechanics are fun before code is written.
- [ ] Concept defines clear player fantasy and emotional fulfillment.
---
## Anti-Patterns
- **The Worldbuilder's Trap**: Writing 40 pages of fictional history and mythology before deciding how the player interacts with a door.
- **Feature Creep by Default**: Adding crafting, fishing, and base-building to a tactical shooter simply because other games have them.
- **Ignoring the Core Loop**: Building environments and assets for months without having a playable, fun 30-second mechanic prototype.From poorvith-mp/skills-gamedev, MIT.
More from poorvith-mp/skills-gamedev
- 0.495score
game-version-control
poorvith-mp
Set up Git LFS for binary assets, handle unmergeable scene and prefab conflicts, and know when Perforce beats Git.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
blender-animation
poorvith-mp
Rig, skin and animate characters and props, and export clean animation sets to an engine.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
blender-modeling
poorvith-mp
Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-performance
poorvith-mp
Hit frame budget: draw calls, batching, GC spikes, LOD strategy and in-engine profiling.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-ui
poorvith-mp
Design HUDs, menus and diegetic interfaces with controller navigation and readability at TV distance.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
anti-cheat
poorvith-mp
Enforce server authority and defend against speed hacks, memory editing, and exploits.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-ai
poorvith-mp
Design NPC behaviour: behaviour trees, state machines, pathfinding, perception and difficulty tuning.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-audio
poorvith-mp
Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-build-pipeline
poorvith-mp
Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-design
poorvith-mp
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-monetization
poorvith-mp
Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails.
SkillAFreshness: A★ 5Claude Code +9 - 0.492score
blender-tooling
poorvith-mp
Build Blender Python add-ons, asset validators, exporters and pipeline automation.
SkillAFreshness: A★ 5Claude Code +9
Signals
- Stars
- 5
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 12, 2026 (1 month ago)
- Last release
- Oct 2, 2026 (26 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/poorvith-mp/skills-gamedev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from poorvith-mp
- 0.495score
blender-modeling
poorvith-mp
Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-audio
poorvith-mp
Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
anti-cheat
poorvith-mp
Enforce server authority and defend against speed hacks, memory editing, and exploits.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
blender-animation
poorvith-mp
Rig, skin and animate characters and props, and export clean animation sets to an engine.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-ai
poorvith-mp
Design NPC behaviour: behaviour trees, state machines, pathfinding, perception and difficulty tuning.
SkillAFreshness: A★ 5Claude Code +9 - 0.495score
game-build-pipeline
poorvith-mp
Automate platform builds, asset cooking, console certification prep, and Steam or itch.io depot publishing.
SkillAFreshness: A★ 5Claude Code +9
Cite this page
game-ideation skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-game-ideation (last updated 2026-10-24)