What problem does it solve?
Unstructured ideation sessions often produce scattered notes, forgotten decisions, and no clear path from idea to a testable game concept; this skill guides a collaborative, studio-style ideation process and produces a reproducible game concept document. The skill enforces phase gates, asks targeted user questions, checks existing project files, and coordinates director reviews to keep vision, scope, and feasibility aligned. It is designed to help solo developers and small teams move from zero to a documented, reviewable game concept ready for downstream design and prototyping.
Core Features & Use Cases
- Multi-phase guided ideation: Conducts Creative Discovery, Concept Generation, Core Loop Design, Pillars & Boundaries, Player Validation, and Scope & Feasibility as interactive phases.
- Collaborative decision capture: Uses AskUserQuestion interactions to capture constrained choices, synthesize a creative brief, lock pillars, and confirm visual anchors.
- Document generation and gating: Populates design/gdd/game-concept.md from a template, applies review-mode logic (solo/lean/full), and can spawn director tasks for external review when requested.
- Use Case: Turn a genre hint like "roguelike" or an open prompt into a 3-concept pitch, select and refine one, produce pillars and a core loop, then write a complete game concept document.
Quick Start
Start an interactive session by saying: brainstorm roguelike --review lean to generate a structured game concept and save it to design/gdd/game-concept.md.