Brainstorm
Guided concept ideation using professional studio techniques, player psychology, creative exploration.
- Skill ID
- donchitos/claude-code-game-studios/brainstorm
- Publisher
- donchitos
- Repository
- claude-code-game-studios
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
donchitos/claude-code-game-studios/brainstormInstalls these files- SKILL.md
What this skill tells the agent
!source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys review_mode,automation,docs.density,workflow
Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.
--review overrides review_mode; store it for all gate spawns this run. See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).
`docs.density` — it controls per-section depth, where workflow controls which sections exist. modes.rigor sets both together; set docs.density explicitly to vary depth alone: terse = pillar bullets + concept bullets; balanced = pillars + concept with brief rationale (default); thorough = pillars + concept + extensive rationale + alternatives. Apply it to every section you author.
Tier branch — check workflow FIRST
The workflow tier resolved above governs this skill's output:
- `standard` / `full` → run the full flow ("When this skill is invoked" through Phase 5 and the concept-document generation). No change.
- `minimal` → run the Lean Brief flow immediately below and STOP — skip Phases 1–5, the director gates (CD-PILLARS / AD-CONCEPT-VISUAL / TD-FEASIBILITY / PR-SCOPE), and the full-length concept document entirely. Output is the one-page
design/game-brief.md, notgame-concept.md.
Lean Brief flow (workflow: minimal only)
A jam / small-scope session: capture the load-bearing thinking in one page, then get to code. Keep prompting light — a few exchanges, not fifteen. Author from the one-page template .claude/docs/templates/game-brief.md (6 required fields + 2 one-liners). If design/game-brief.md already exists, read it and resume/refine rather than restart.
- Concept — from the argument hint (or one quick open question if none), propose 2–3 one-line concepts (verb-first or mashup, per Phase 2's techniques). One
AskUserQuestionto pick or combine — the only guaranteed creative prompt. - Fill the brief fields conversationally (not one prompt each):
- One-sentence pitch — the excited one-liner.
- Core loop — the 2–4 step cycle the player repeats.
- MVP — the ruthlessly short feature list that makes it the game (each becomes a story downstream). If it runs past ~7, push back on scope.
- Out of scope — what they're deliberately NOT building.
- Build order — sequence to build the MVP, risky / core-fun thing first.
- Who it's for / what they feel and Art & audio direction — one line each (offer, don't force). Present the filled brief back in full for a single confirmation.
- Write approval —
AskUserQuestion: "Brief is ready. May I write it todesign/game-brief.md?" →[A] Yes — write it/[B] Revise a field first. On [B], revise the named field, show before/after, re-ask; repeat until [A]. Then writedesign/game-brief.mdfrom the template, creating directories as needed. Honormodes.automationfor this write as elsewhere in the framework. - Next steps (short — this is the point). Read `engine.name` from `project.yaml` first and list `/setup-engine` only if it is absent or empty:
- (only when `engine.name` is absent or empty) "
/setup-engine— configure the engine (required before code)" - "
/create-stories— turn the brief's MVP list into implementable stories. The epic is implicit atminimal; there is no separate/create-epicsor/sprint-plan— the brief's build order is the plan." - "
/dev-story— first line of game code"
Why the condition./start'sminimalpath runs/setup-enginebefore/brainstorm, and/setup-engineSection 2 states that a missing brief is expected because the brief is authored afterwards. Listing engine setup unconditionally here tells a user who just followed that path to go back and redo step one — the only skill in the four-step path that assumes it runs first.
Then output a one-line summary (pitch + MVP feature count + design/game-brief.md).
Verdict: COMPLETE — game brief created; next stop is code. Do NOT run Phases 1–5, spawn any director gate, or write game-concept.md at this tier.
When this skill is invoked (standard / full tier — minimal uses the Lean Brief flow above):
- Parse the argument for an optional genre/theme hint (e.g.,
roguelike,space survival,cozy farming). Ifopenor no argument, start from scratch.
- Check for existing concept work:
- Read
design/gdd/game-concept.mdif it exists (resume, don't restart) - Read
design/gdd/game-pillars.mdif it exists (build on established pillars)
- 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
AskUserQuestionto 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
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Open any RiverX project, search the Skills panel for donchitos/claude-code-game-studios/brainstorm, and install it in one click.
