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brainstorm

Guided game concept ideation — from zero idea to a structured game concept document.

Skill by swl521

IndexedMIT★ 9
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Install

Works with Claude Code. Read the repository before you give any tool access to your data.

npx agentmarket install skill/swl521-brainstorm

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

Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

Use cases: documents

No 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/brainstorm

Tools it pre-approves 7

From allowed-tools in SKILL.md: the agent may use these without asking you each time.

  • Read,
  • Glob,
  • Grep,
  • Write,
  • WebSearch,
  • Task,
  • AskUserQuestion

What's inside

Skill name
brainstorm
Description
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
License
MIT
Allowed tools
Read,, Glob,, Grep,, Write,, WebSearch,, Task,, AskUserQuestion
Instructions
344 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

When this skill is invoked:

1. **Parse the argument** for an optional genre/theme hint (e.g., `roguelike`,
   `space survival`, `cozy farming`). If `open` or no argument, start from
   scratch. Also resolve the review mode (once, store for all gate spawns this run):
   1. If `--review [full|lean|solo]` was passed → use that
   2. Else read `production/review-mode.txt` → use that value
   3. Else → default to `lean`

   See `.claude/docs/director-gates.md` for the full check pattern.

2. **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)

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

   **Use `AskUserQuestion`** at key decision points throughout brainstorming:
   - 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
   Write full creative analysis in conversation text first, then use
   `AskUserQuestion` to capture the decision with concise labels.

   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**:
- What's a moment in a game that genuinely moved you, thrilled you, or made
  you lose track of time? What specifically created that feeling?
- Is there a fantasy or power trip you've always wanted in a game but never
  quite found?

**Taste profile**:
- What 3 games have you spent the most time with? What kept you coming back?
  *(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.)*
- Are there genres you love? Genres you avoid? Why?
- Do you prefer games that challenge you, relax you, tell you stories,
  or let you express yourself? *(Use `AskUserQuestion` for this — constrained choice.)*

**Practical constraints** (shape the sandbox before brainstorming).
Bundle these into a single multi-tab `AskUserQuestion` with these exact tab labels:
- Tab "Experience" — "What kind of experience do you most want players to have?" (Challenge & Mastery / Story & Discovery / Expression & Creativity / Relaxation & Flow)
- Tab "Timeline" — "What's your realistic development timeline?" (Weeks / Months / 1-2 years / Multi-year)
- Tab "Dev level" — "Where are you in your dev journey?" (First game / Shipped before / Professional background)

Use exactly these tab names — do not rename or duplicate them.

**Synthesize** the answers into a **Creative Brief** — a 3-5 sentence
summary of the person's emotional goals, taste profile, and constraints.
Read the brief back and confirm it captures their intent.

---

### Phase 2: Concept Generation

Using the creative brief as a foundation, generate **3 distinct concepts**
that each take a different creative direction. Use these ideation techniques:

**Technique 1: Verb-First Design**
Start with the core player verb (build, fight, explore, solve, survive,
create, manage, discover) and build outward from there. The verb IS the game.

**Technique 2: Mashup Method**
Combine two unexpected elements: [Genre A] + [Theme B]. The tension between
the two creates the unique hook. (e.g., "farming sim + cosmic horror",
"roguelike + dating sim", "city builder + real-time combat")

**Technique 3: Experience-First Design (MDA Backward)**
Start from the desired player emotion (aesthetic goal from MDA framework:
sensation, fantasy, narrative, challenge, fellowship, discovery, expression,
submission) and work backward to the dynamics and mechanics that produce it.

For each concept, present:
- **Working Title**
- **Elevator Pitch** (1-2 sentences — must pass the "10-second test")
- **Core Verb** (the single most common player action)
- **Core Fantasy** (the emotional promise)
- **Unique Hook** (passes the "and also" test: "Like X, AND ALSO Y")
- **Primary MDA Aesthetic** (which emotion dominates?)
- **Estimated Scope** (small / medium / large)
- **Why It Could Work** (1 sentence on market/audience fit)
- **Biggest Risk** (1 sentence on the hardest unanswered question)

Present all three. Then use `AskUserQuestion` to capture the selection.

**CRITICAL**: This MUST be a plain list call — no tabs, no form fields. Use exactly this structure:

```
AskUserQuestion(
  prompt: "Which concept resonates with you? You can pick one, combine elements, or ask for fresh directions.",
  options: [
    "Concept 1 — [Title]",
    "Concept 2 — [Title]",
    "Concept 3 — [Title]",
    "Combine elements across concepts",
    "Generate fresh directions"
  ]
)
```

Do NOT use a `tabs` field here. The `tabs` form is for multi-field input only — using it here causes an "Invalid tool parameters" error. This is a plain `prompt` + `options` call.

From swl521/Codex-Game-Studios, MIT.

More from swl521/Codex-Game-Studios

Signals

Stars
9
Forks
3
Open issues
1
Last commit (this folder)
Apr 7, 2026 (6 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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brainstorm skill. Agent Mart. https://agentmart.dev/skills/swl521-brainstorm (last updated 2026-10-24)