添加 claude code game studios 到项目
This commit is contained in:
359
.claude/skills/brainstorm/SKILL.md
Normal file
359
.claude/skills/brainstorm/SKILL.md
Normal file
@@ -0,0 +1,359 @@
|
||||
---
|
||||
name: brainstorm
|
||||
description: "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."
|
||||
argument-hint: "[genre or theme hint, or 'open'] [--review full|lean|solo]"
|
||||
user-invocable: true
|
||||
allowed-tools: Read, Glob, Grep, Write, WebSearch, Task, AskUserQuestion
|
||||
model: sonnet
|
||||
---
|
||||
|
||||
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 options from the chosen concept, don't hardcode them:
|
||||
|
||||
1. **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`).
|
||||
|
||||
2. **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):
|
||||
- What structures the moment-to-moment play into cycles?
|
||||
- Where does "one more turn" / "one more run" psychology kick in?
|
||||
- What choices does the player make at this level?
|
||||
|
||||
**Session Loop** (30-120 minutes):
|
||||
- What does a complete session look like?
|
||||
- Where are the natural stopping points?
|
||||
- What's the "hook" that makes them think about the game when not playing?
|
||||
|
||||
**Progression Loop** (days/weeks):
|
||||
- How does the player grow? (Power? Knowledge? Options? Story?)
|
||||
- What's the long-term goal? When is the game "done"?
|
||||
|
||||
**Player Motivation Analysis** (based on Self-Determination Theory):
|
||||
- **Autonomy**: How much meaningful choice does the player have?
|
||||
- **Competence**: How does the player feel their skill growing?
|
||||
- **Relatedness**: How does the player feel connected (to characters,
|
||||
other players, or the world)?
|
||||
|
||||
---
|
||||
|
||||
### Phase 4: Pillars and Boundaries
|
||||
|
||||
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**:
|
||||
- Each pillar has a **name** and **one-sentence definition**
|
||||
- Each pillar has a **design test**: "If we're debating between X and Y,
|
||||
this pillar says we choose __"
|
||||
- Pillars should feel like they create tension with each other — if all
|
||||
pillars point the same way, they're not doing enough work
|
||||
|
||||
Then define **3+ anti-pillars** (what this game is NOT):
|
||||
- Anti-pillars prevent the most common form of scope creep: "wouldn't it
|
||||
be cool if..." features that don't serve the core vision
|
||||
- Frame as: "We will NOT do [thing] because it would compromise [pillar]"
|
||||
|
||||
**Pillar confirmation**: After presenting the full pillar set, use `AskUserQuestion`:
|
||||
- Prompt: "Do these pillars feel right for your game?"
|
||||
- Options: `[A] Lock these in` / `[B] Rename or reframe one` / `[C] Swap a pillar out` / `[D] Something else`
|
||||
|
||||
If the user selects B, C, or D, make the revision, then use `AskUserQuestion` again:
|
||||
- Prompt: "Pillars updated. Ready to lock these in?"
|
||||
- Options: `[A] Lock these in` / `[B] Revise another pillar` / `[C] Something else`
|
||||
|
||||
Repeat 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`:
|
||||
- Tab **"Pillars"**: present creative-director feedback. Options mirror the standard CD-PILLARS handling — `Lock in as-is` / `Revise [specific pillar]` / `Discuss further`.
|
||||
- Tab **"Visual anchor"**: present the art-director's 2-3 named visual direction options. Options: each named direction (one per option) + `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.
|
||||
|
||||
---
|
||||
|
||||
### Phase 5: Player Type Validation
|
||||
|
||||
Using the Bartle taxonomy and Quantic Foundry motivation model, validate
|
||||
who this game is actually for:
|
||||
|
||||
- **Primary player type**: Who will LOVE this game? (Achievers, Explorers,
|
||||
Socializers, Competitors, Creators, Storytellers)
|
||||
- **Secondary appeal**: Who else might enjoy it?
|
||||
- **Who is this NOT for**: Being clear about who won't like this game is as
|
||||
important as knowing who will
|
||||
- **Market validation**: Are there successful games that serve a similar
|
||||
player type? What can we learn from their audience size?
|
||||
|
||||
---
|
||||
|
||||
### Phase 6: Scope and Feasibility
|
||||
|
||||
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`
|
||||
- If they pick an engine → record it as their preference and move on. Do NOT second-guess it.
|
||||
- If "No preference" → tell them: "Run `/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.
|
||||
|
||||
---
|
||||
|
||||
4. **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:
|
||||
- The selected visual direction name
|
||||
- The one-line visual rule
|
||||
- The 2-3 supporting visual principles with their design tests
|
||||
- The color philosophy summary
|
||||
|
||||
This section is the seed of the art bible — it captures the "everything must
|
||||
move" decision before it can be forgotten between sessions.
|
||||
|
||||
5. Use `AskUserQuestion` for write approval:
|
||||
- Prompt: "Game concept is ready. May I write it to `design/gdd/game-concept.md`?"
|
||||
- Options: `[A] Yes — write it` / `[B] Not yet — revise a section first`
|
||||
|
||||
If [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.
|
||||
|
||||
6. **Suggest next steps** (in this order — this is the professional studio
|
||||
pre-production pipeline). List ALL steps — do not abbreviate or truncate:
|
||||
|
||||
**Path A — Design-First** (recommended if the concept is well-defined):
|
||||
1. "Run `/setup-engine` to configure the engine and populate version-aware reference docs"
|
||||
2. "Run `/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)."
|
||||
3. "Use `/design-review design/gdd/game-concept.md` to validate concept completeness before going downstream"
|
||||
4. "Discuss vision with the `creative-director` agent for pillar refinement"
|
||||
5. "Decompose the concept into individual systems with `/map-systems` — maps dependencies, assigns priorities, and creates the systems index"
|
||||
6. "Author per-system GDDs with `/design-system` — guided, section-by-section GDD writing for each system identified in step 5"
|
||||
7. "Plan the technical architecture with `/create-architecture` — produces the master architecture blueprint and Required ADR list"
|
||||
8. "Record key architectural decisions with `/architecture-decision (×N)` — write one ADR per decision in the Required ADR list from `/create-architecture`"
|
||||
9. "Run `/architecture-review` — bootstraps the TR registry and Requirements Traceability Matrix from your GDDs and ADRs (required before the Pre-Production gate)"
|
||||
10. "Validate readiness to advance with `/gate-check` — phase gate before committing to production"
|
||||
|
||||
**Path B — Prototype-First** (use if the core mechanic is unproven or the concept needs validation):
|
||||
1. "Run `/setup-engine` to configure the engine"
|
||||
2. "Run `/prototype [core-mechanic]` — validate the core idea is fun before writing any GDDs (1–3 days throwaway code)"
|
||||
3. "If prototype PROCEEDS: run `/art-bible`, then continue with Path A steps 5–10 above, using prototype learnings to inform your GDDs"
|
||||
4. "If prototype PIVOTS: return to `/brainstorm` with the learnings and reshape the concept"
|
||||
5. "After full design and architecture, build the `/vertical-slice` to validate production readiness before committing to sprints"
|
||||
|
||||
7. **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.
|
||||
|
||||
---
|
||||
|
||||
## Context Window Awareness
|
||||
|
||||
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.
|
||||
|
||||
---
|
||||
|
||||
## Recommended Next Steps
|
||||
|
||||
After the game concept is written, follow the pre-production pipeline in order:
|
||||
1. `/setup-engine` — configure the engine and populate version-aware reference docs
|
||||
2. `/art-bible` — establish visual identity before writing any GDDs
|
||||
3. `/map-systems` — decompose the concept into individual systems with dependencies
|
||||
4. `/design-system [first-system]` — author per-system GDDs in dependency order
|
||||
5. `/create-architecture` — produce the master architecture blueprint
|
||||
6. `/architecture-review` — bootstrap TR registry and Requirements Traceability Matrix
|
||||
7. `/gate-check pre-production` — validate readiness before committing to production
|
||||
Reference in New Issue
Block a user