Guided concept ideation using professional studio techniques, player psychology, creative exploration.
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!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" 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.
workflow FIRSTThe 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, not game-concept.md.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
AskUserQuestion to pick or combine — the only guaranteed creative prompt.
Fill the brief fields conversationally (not one prompt each):
Write approval — AskUserQuestion: "Brief is ready. May I write it to
design/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
write design/game-brief.md from the template, creating directories as needed.
Honor modes.automation for 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:
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 at minimal; there is no separate /create-epics or
/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 + ).
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). If open or no argument, start from
scratch.
Check for existing concept work:
design/gdd/game-concept.md if it exists (resume, don't restart)design/gdd/game-pillars.md if 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:
AskUserQuestion to capture the decision with concise labels.Professional studio brainstorming principles to follow:
Start by understanding the person, not the game. Ask these questions conversationally (not as a checklist):
Emotional anchors:
Taste profile:
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:
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.
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:
Present all three. Then use AskUserQuestion to capture the selection.
This decision asks regardless of modes.automation. Concept selection
is the creative heart of /brainstorm and has no defensible autonomous
default — there is no algorithmic way to pick which creative direction
resonates with the user. Per .claude/docs/automation-modes.md, treat
this site as exempt (it overrides the mode the same way
automation_always_ask categories do).
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.
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 options from the chosen concept, don't hardcode them:
Core action feel — prompt: "What's the primary feel of the core action?" Generate 3-4 options that fit the concept's genre and tone, plus a free-text escape (I'll describe it).
Key design dimension — identify the most important design variable for this specific concept (e.g., world reactivity, pacing, player agency) and ask about it. Generate options that match the concept. Always include a free-text escape.
After capturing answers, analyze: Is this action intrinsically satisfying? What makes it feel good? (Audio feedback, visual juice, timing satisfaction, tactical depth?)
5-Minute Loop (short-term goals):
Session Loop (30-120 minutes):
Progression Loop (days/weeks):
Player Motivation Analysis (based on Self-Determination Theory):
Game pillars are used by real AAA studios (God of War, Hades, The Last of Us) to keep hundreds of team members making decisions that all point the same direction. Even for solo developers, pillars prevent scope creep and keep the vision sharp.
Collaboratively define 3-5 pillars:
Then define 3+ anti-pillars (what this game is NOT):
Pillar confirmation: After presenting the full pillar set, use AskUserQuestion:
[A] Lock these in / [B] Rename or reframe one / [C] Swap a pillar out / [D] Something elseIf the user selects B, C, or D, make the revision, then use AskUserQuestion again:
[A] Lock these in / [B] Revise another pillar / [C] Something elseAt collaborative — repeat until the user selects [A] Lock these in.
At guided — pillars are a major decision, so ask once; apply the chosen
revision and lock them in without a second confirmation round.
At autonomous — do not ask. Lock in the drafted pillars and record them via
log_decision with the alternatives considered.
An
autonomousrun never issues the question, so "repeat until [A]" has no exit condition (automation-modes.md:56).
Review mode check — apply before spawning CD-PILLARS and AD-CONCEPT-VISUAL:
solo → skip both. Note: "CD-PILLARS skipped — Solo mode. AD-CONCEPT-VISUAL skipped — Solo mode." Proceed to Phase 5.lean → skip both (not PHASE-GATEs). Note: "CD-PILLARS skipped — Lean mode. AD-CONCEPT-VISUAL skipped — Lean mode." Proceed to Phase 5.full → spawn as normal.After pillars and anti-pillars are agreed, spawn BOTH creative-director AND art-director via Agent in parallel before moving to Phase 5. Issue both Agent calls simultaneously — do not wait for one before starting the other.
creative-director — gate CD-PILLARS (.claude/docs/director-gates/cd-pillars.md)
Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook.
art-director — gate AD-CONCEPT-VISUAL (.claude/docs/director-gates/ad-concept-visual.md)
Pass: game concept elevator pitch, full pillar set with design tests, target platform (if known), any reference games or visual touchstones the user mentioned.
Collect both verdicts, then present them together using a two-tab AskUserQuestion:
Lock in as-is / Revise [specific pillar] / Discuss further.Combine elements across directions + Describe my own direction.The user's selected visual anchor (the named direction or their custom description) is stored as the Visual Identity Anchor — it will be written into the game-concept document and becomes the foundation of the art bible.
If the creative-director returns CONCERNS or REJECT on pillars, resolve pillar issues before asking for the visual anchor selection — visual direction should flow from confirmed pillars.
Using the Bartle taxonomy and Quantic Foundry motivation model, validate who this game is actually for:
Ground the concept in reality:
Target platform: Use AskUserQuestion — "What platforms are you targeting for this game?"
Options: PC (Steam / Epic) / Mobile (iOS / Android) / Console / Web / Browser / Multiple platforms
Record the answer — it directly shapes the engine recommendation and will be passed to /setup-engine.
Note platform implications if relevant (e.g., mobile means Unity is strongly preferred; console means Godot has limitations; web means Godot exports cleanly).
Engine experience: Use AskUserQuestion — "Do you already have an engine you work in?"
Options: Godot / Unity / Unreal Engine 5 / No preference — help me decide
modes.automation —
including autonomous mode. Engine choice is a project-wide
architectural commitment that downstream tooling depends on and is
effectively irreversible mid-project, so this skill guards it
unconditionally (it is NOT left to the configurable
automation_always_ask list). The model must NOT silently pick an engine./setup-engine after this session — it will walk you through the full decision based on your concept and platform target." Do not make a recommendation here.Art pipeline: What's the art style and how labor-intensive is it?
Content scope: Estimate level/area count, item count, gameplay hours
MVP definition: What's the absolute minimum build that tests "is the core loop fun?"
Biggest risks: Technical risks, design risks, market risks
Scope tiers: What's the full vision vs. what ships if time runs out?
Review mode check — apply before spawning TD-FEASIBILITY:
solo → skip. Note: "TD-FEASIBILITY skipped — Solo mode." Proceed directly to scope tier definition.lean → skip (not a PHASE-GATE). Note: "TD-FEASIBILITY skipped — Lean mode." Proceed directly to scope tier definition.full → spawn as normal.After identifying biggest technical risks, spawn technical-director via Agent using gate TD-FEASIBILITY (.claude/docs/director-gates/td-feasibility.md) before scope tiers are defined.
Pass: core loop description, platform target, engine choice (or "undecided"), list of identified technical risks.
Present the assessment to the user. If HIGH RISK, offer to revisit scope before finalising. If CONCERNS, note them and continue.
Review mode check — apply before spawning PR-SCOPE:
solo → skip. Note: "PR-SCOPE skipped — Solo mode." Proceed to document generation.lean → skip (not a PHASE-GATE). Note: "PR-SCOPE skipped — Lean mode." Proceed to document generation.full → spawn as normal.After scope tiers are defined, spawn producer via Agent using gate PR-SCOPE (.claude/docs/director-gates/pr-scope.md).
Pass: full vision scope, MVP definition, timeline estimate, team size.
Present the assessment to the user. If UNREALISTIC, offer to adjust the MVP definition or scope tiers before writing the document.
Generate the game concept document using the template at
.claude/docs/templates/game-concept.md. Fill in ALL sections from the
brainstorm conversation, including the MDA analysis, player motivation
profile, and flow state design sections.
Include a Visual Identity Anchor section in the game concept document with:
This section is the seed of the art bible — it captures the "everything must move" decision before it can be forgotten between sessions.
Use AskUserQuestion for write approval:
design/gdd/game-concept.md?"[A] Yes — write it / [B] Not yet — revise a section firstIf [B]: ask which section to revise using AskUserQuestion with options: Elevator Pitch / Core Fantasy & Unique Hook / Pillars / Core Loop / MVP Definition / Scope Tiers / Risks / Something else — I'll describe
After revising, show the updated section as a diff or clear before/after, then use AskUserQuestion — "Ready to write the updated concept document?"
Options: [A] Yes — write it / [B] Revise another section
At collaborative — repeat until the user selects [A].
At guided — ask once; apply the requested revision and write the document
without a further confirmation round.
At autonomous — do not ask; write the document and record the decision via
log_decision.
Same exit-condition problem as the pillars loop above (
automation-modes.md:56).
If yes, generate the document using the template at .claude/docs/templates/game-concept.md, fill in ALL sections from the brainstorm conversation, and write the file, creating directories as needed.
Scope consistency rule: The "Estimated Scope" field in the Core Identity table must match the full-vision timeline from the Scope Tiers section — not just say "Large (9+ months)". Write it as "Large (X–Y months, solo)" or "Large (X–Y months, team of N)" so the summary table is accurate.
Path A — Design-First (recommended if the concept is well-defined):
/setup-engine to configure the engine and populate version-aware reference docs"/art-bible to create the visual identity specification — do this BEFORE writing GDDs. The art bible is required before the Technical Setup gate. It gates asset production and shapes technical architecture decisions (rendering, VFX, UI systems)."/design-review design/gdd/game-concept.md to validate concept completeness before going downstream"creative-director agent for pillar refinement"/map-systems — maps dependencies, assigns priorities, and creates the systems index"/design-system — guided, section-by-section GDD writing for each system identified in step 5"/create-architecture — produces the master architecture blueprint and Required ADR list"/architecture-decision (×N) — write one ADR per decision in the Required ADR list from /create-architecture"/architecture-review — bootstraps the TR registry and Requirements Traceability Matrix from your GDDs and ADRs (required before the Pre-Production gate)"/gate-check — phase gate before committing to production"Path B — Prototype-First (use if the core mechanic is unproven or the concept needs validation):
"Run /setup-engine to configure the engine"
"Run /prototype [core-mechanic] — validate the core idea is fun before writing any GDDs (1–3 days throwaway code)"
"If prototype PROCEEDS: run /art-bible, then continue with Path A steps 5–10 above, using prototype learnings to inform your GDDs"
"If prototype PIVOTS: return to /brainstorm with the learnings and reshape the concept"
"After full design and architecture, build the /vertical-slice to validate production readiness before committing to sprints"
Output a summary with the chosen concept's elevator pitch, pillars, primary player type, engine recommendation, biggest risk, and file path.
Verdict: COMPLETE — game concept created and handed off for next steps.
This is a multi-phase skill. If context reaches or exceeds 70% during any phase, append this notice to the current response before continuing:
Context is approaching the limit (≥70%). The game concept document is saved to
design/gdd/game-concept.md. Open a fresh Claude Code session to continue if needed — progress is not lost.
After the game concept is written, follow the pre-production pipeline in order:
/setup-engine — configure the engine and populate version-aware reference docs/art-bible — establish visual identity before writing any GDDs/map-systems — decompose the concept into individual systems with dependencies/design-system [first-system] — author per-system GDDs in dependency order/create-architecture — produce the master architecture blueprint/architecture-review — bootstrap TR registry and Requirements Traceability Matrix/gate-check pre-production — validate readiness before committing to productiondesign/game-brief.md