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.
42:T49f8, When this skill is invoked:
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):
--review [full|lean|solo] was passed → use thatproduction/review-mode.txt → use that valueleanSee .claude/docs/director-gates.md for the full check pattern.
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.
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 elseRepeat until the user selects [A] Lock these in.
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 Task in parallel before moving to Phase 5. Issue both Task calls simultaneously — do not wait for one before starting the other.
creative-director — gate CD-PILLARS (.claude/docs/director-gates.md)
Pass: full pillar set with design tests, anti-pillars, core fantasy, unique hook.
art-director — gate AD-CONCEPT-VISUAL (.claude/docs/director-gates.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
/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 Task using gate TD-FEASIBILITY (.claude/docs/director-gates.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 Task using gate PR-SCOPE (.claude/docs/director-gates.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
Repeat until the user selects [A].
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.
Suggest next steps (in this order — this is the professional studio pre-production pipeline). List ALL steps — do not abbreviate or truncate:
/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 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 4"/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"/gate-check — phase gate before committing to production"/prototype [core-mechanic] — validate the core loop before full implementation"/playtest-report after the prototype to validate the core hypothesis"/sprint-plan new"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/gate-check pre-production — validate readiness before committing to production