Game concept ideation using MDA framework, verb-first design, and mashup method. Guides the developer through a structured 6-phase brainstorming process to p...
--- name: game-dev-brainstorm description: > Game concept ideation using MDA framework, verb-first design, and mashup method. Guides the developer through a structured 6-phase brainstorming process to produce a viable game concept. triggers: - "I need a game idea" - "brainstorm game concepts" - "what game should I make?" - "game design ideas" - "concept ideation" --- # Game Dev Brainstorm โ Concept Ideation ## ๐ฏ Purpose Go from blank page to a validated game concept with a defined core loop, design pillars, and scope commitment. Uses structured creative methods rather than random idea generation. ## ๐ค Multi-Platform Notes | Platform | Notes | |----------|-------| | **OpenClaw** | Best for this skill. Can hold multi-turn conversations, create files, save outputs. Each phase can produce a persistent artifact. | | **Claude Code** | Good for text output and file creation. Works best if user types answers. Use `echo` / `cat` to create concept files. | | **Cursor/Windsurf** | Chat panels work well. Concept outputs can be saved alongside project. | | **GitHub Copilot** | Chat can handle basic Q&A. Good for filling out templates. | | **Generic LLM Chat** | All can do this. Output concept notes and ask the user to save them. | | **Any AI** | This skill is universal โ no file operations needed for the creative phase, just structured Q&A. Save results when done. | **Save outputs** as `game-dev-studio/brainstorm-output.md` when on a platform that supports file writing (OpenClaw, Claude Code, Cursor). --- ## ๐งญ Phase 1: Creative Discovery ### Step 1.1 โ Inspiration Mining Ask the user: > **"What games, movies, books, or experiences have inspired you recently?"** > > List 2-5. Don't judge, just list. Include things you love AND things you > hate (hate can be just as inspiring). ### Step 1.2 โ Emotion Target Ask: > **"What feeling do you want players to have?"** > > Examples: wonder, tension, satisfaction, curiosity, dread, pride, flow, > relaxation, discovery, mastery, social connection. **Write down:** 1-3 primary emotion targets. ### Step 1.3 โ Constraint Setting Ask: > **"What constraints are we working with?"** > > - **Time:** [1 week / 1 month / 3 months / 6+ months] > - **Team:** [solo / 2-3 / 5+] > - **Skills:** [programming / art / audio / design] > - **Budget:** [$0 / $100 / $1000+] > - **Target platform:** [PC / Mobile / Web / Console] --- ## ๐ก Phase 2: Concept Generation ### Step 2.1 โ Mashup Method Take 2-3 inspirations from Phase 1 and force-combine them: > "What if **Dark Souls** had the exploration of **Breath of the Wild** and > the crafting of **Stardew Valley**?" Use this template: ``` [Game A] + [Game B with mechanic/feel] = [new concept] ``` Generate 3-5 mashups. Don't filter yet. ### Step 2.2 โ Verb-First Design For each mashup, define the **primary verbs** (what the player actually does): | Mashup | Primary Verbs | |--------|---------------| | Example | run, jump, dash, collect, craft, defend | Good verbs are active, physical, and repeatable. "Explore" is vague. "Grapple" is specific. **Rule:** If you can't list 3-5 concrete verbs, the concept isn't actionable. ### Step 2.3 โ Player Fantasy Ask: > **"Who is the player pretending to be?"** > > Examples: A ghost haunting a spaceship. A gardener who fights demons. > A postal worker in a post-apocalyptic wasteland. ### Step 2.4 โ Concept Pitch For the 1-2 strongest mashups, write a one-sentence pitch: > *"It's [Genre] where you [Core Verb] to [Goal] in a [Setting]."* > > Example: *"It's a 2D platformer where you magnetically swap polarity to > navigate a collapsing space station."* --- ## ๐ Phase 3: Core Loop Design ### Step 3.1 โ Define the Core Loop The core loop is what the player does every ~30 seconds to ~5 minutes. Draw this as: ``` [Action] โ [Reward] โ [Progression] โ [New Action] ``` Example (action platformer): ``` [Jump across gap] โ [Reach platform] โ [New power-up] โ [Jump bigger gaps] ``` Example (farming sim): ``` [Plant seeds] โ [Water daily] โ [Harvest crop] โ [Sell for better seeds] ``` Ask the user to describe their loop. Help them shorten it if it's too long. ### Step 3.2 โ Define the Progression Loop The progression loop is what happens over hours/sessions: ``` [Session Goal] โ [Unlock] โ [New Content] โ [Bigger Challenge] ``` --- ## ๐๏ธ Phase 4: Design Pillars Define 3-5 **non-negotiable** pillars. These guide every decision. Pillar format: > **[Pillar Name]** โ [One sentence describing what it means] > > - โ [What this looks like when done right] > - โ [Another example] > - โ [What this is NOT] > > **Scope anchor:** [How this keeps scope in check] **Example pillars:** | Pillar | Statement | |--------|-----------| | **Tight Controls** | Every input gives instant, satisfying feedback. No input lag. | | **Emergent Story** | The narrative emerges from gameplay, not cutscenes. | | **Pick-up-and-Play** | No tutorial needed. One-screen teaches everything. | | **Cozy Vibez** | Warm colors, gentle music, no fail states. | ### Pillar Scope Check For each pillar, ask: > **"Does this pillar help us cut features or add them?"** Pillars should help **cut** features. If every pillar adds scope, revise. --- ## ๐ฎ Phase 5: Player Validation ### Step 5.1 โ Player Profile Ask: > **"Who is this for?"** > > ``` > 1) Casual โ 15 min sessions, mobile/switch > 2) Core โ 1-2 hour sessions, PC/console > 3) Hardcore โ marathon sessions, deep systems > 4) Spectator โ fun to watch, streamer-friendly > ``` ### Step 5.2 โ One-Sentence Hook Ask the user to pitch the game in one sentence that makes someone say "I want to play that." > *"You're a raccoon running a space cafรฉ who must steal ingredients from > alien planets."* ### Step 5.3 โ Feasibility Check Rate the concept on a 1-5 scale: ``` Originality: [1-5] Feasibility: [1-5] (can WE build this?) Fun Potential: [1-5] Scope Risk: [1-5] (5 = dangerous) ``` If Scope Risk > Feasibility, scale down. --- ## โ๏ธ Phase 6: Scope ### Step 6.1 โ Minimum Viable Game Define the absolute minimum to be fun: > **"What is the smallest playable version of this that is still fun?"** List only the essentials: - 1 level - 2 enemy types - 1 weapon - Core mechanic working ### Step 6.2 โ Scope Buckets ``` MVP (Day 1) | V1 (Week 1) | V2 (Month 1) | Stretch --------------------|--------------------|--------------------|-------------------- Core movement | Tutorial level | 3 more levels | Multiplayer 1 enemy type | 2 more enemy types | Boss fight | Leaderboards Basic UI | Settings menu | Save/load | Achievements Win/lose condition | Sound effects | Music | Cutscenes ``` ### Step 6.3 โ Commitment Ask the user to commit to **one** concept. Save the output. --- ## ๐ Output Template After completing all phases, write `brainstorm-output.md`: ```markdown # Brainstorm Output ## Pitch [One-sentence hook] ## Core Loop [Verb] โ [Reward] โ [Progression] โ [New Action] ## Design Pillars 1. [Pillar 1] 2. [Pillar 2] 3. [Pillar 3] ## Player Profile [Casual / Core / Hardcore / Spectator] ## MVP Scope - [ ] Essential feature 1 - [ ] Essential feature 2 - [ ] Essential feature 3 - [ ] Essential feature 4 ## Constraints - **Time:** [X] - **Team:** [X] - **Engine:** [X] ## Next Steps โ Run `game-design-doc` to write the GDD โ Run `setup-engine` to configure the engine โ Run `prototype` to validate a risky mechanic ```
don't have the plugin yet? install it then click "run inline in claude" again.