brainstorm
The brainstorm skill guides a user through structured game concept development using professional studio ideation techniques. It parses optional genre hints, checks for existing design documents, and facilitates collaborative exploration across multiple phases including creative discovery, concept generation, and pillar development. Rather than generating concepts silently, it asks targeted questions about emotional anchors, taste profiles, and design constraints, using constrained-choice interactions at key decision points to capture user direction while maintaining creative momentum.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios /tmp/brainstorm && cp -r /tmp/brainstorm/.claude/skills/brainstorm ~/.claude/skills/brainstormSKILL.md
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.
Never pressure toward a choice — let them sit with it.
---
### Phase 3: Core Loop Design
For the chosen concept, use structured questioning to build the core loop.
The core loop is the beating heart of the game — if it isn't fun in
isolation, no amount of content or polish will save the game.
**30-Second Loop** (moment-to-moment):
Ask these as `AskUserQuestion` calls — derive the opThe Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
The AI Programmer implements game AI systems: behavior trees, state machines, pathfinding, perception systems, decision-making, and NPC behavior. Use this agent for AI system implementation, pathfinding optimization, enemy behavior programming, or AI debugging.
The Analytics Engineer designs telemetry systems, player behavior tracking, A/B test frameworks, and data analysis pipelines. Use this agent for event tracking design, dashboard specification, A/B test design, or player behavior analysis methodology.
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when department leads cannot reach consensus.
The DevOps Engineer maintains build pipelines, CI/CD configuration, version control workflow, and deployment infrastructure. Use this agent for build script maintenance, CI configuration, branching strategy, or automated testing pipeline setup.