Design & media

Game Dev brainstorm

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Game concept ideation using MDA framework, verb-first design, and mashup method. Guides the developer through a structured 6-phase brainstorming process to p...

What it does

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.

The skill document

Game Dev Brainstorm — Concept Ideation

🎯 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.

🤖 Multi-Platform Notes

PlatformNotes
OpenClawBest for this skill. Can hold multi-turn conversations, create files, save outputs. Each phase can produce a persistent artifact.
Claude CodeGood for text output and file creation. Works best if user types answers. Use echo / cat to create concept files.
Cursor/WindsurfChat panels work well. Concept outputs can be saved alongside project.
GitHub CopilotChat can handle basic Q&A. Good for filling out templates.
Generic LLM ChatAll can do this. Output concept notes and ask the user to save them.
Any AIThis skill is universal — 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).


🧭 Phase 1: Creative Discovery

Step 1.1 — 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 — 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 — 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]

💡 Phase 2: Concept Generation

Step 2.1 — 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 — Verb-First Design

For each mashup, define the primary verbs (what the player actually does):

MashupPrimary Verbs
Examplerun, 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 — 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 — 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."


🔄 Phase 3: Core Loop Design

Step 3.1 — Define the Core Loop

The core loop is what the player does every ~30 seconds to ~5 minutes.

Draw this as:

[Action] → [Reward] → [Progression] → [New Action]

Example (action platformer):

[Jump across gap] → [Reach platform] → [New power-up] → [Jump bigger gaps]

Example (farming sim):

[Plant seeds] → [Water daily] → [Harvest crop] → [Sell for better seeds]

Ask the user to describe their loop. Help them shorten it if it's too long.

Step 3.2 — Define the Progression Loop

The progression loop is what happens over hours/sessions:

[Session Goal] → [Unlock] → [New Content] → [Bigger Challenge]

🏛️ Phase 4: Design Pillars

Define 3-5 non-negotiable pillars. These guide every decision.

Pillar format:

[Pillar Name] — [One sentence describing what it means]

  • ✅ [What this looks like when done right]
  • ✅ [Another example]
  • ❌ [What this is NOT]

Scope anchor: [How this keeps scope in check]

Example pillars:

PillarStatement
Tight ControlsEvery input gives instant, satisfying feedback. No input lag.
Emergent StoryThe narrative emerges from gameplay, not cutscenes.
Pick-up-and-PlayNo tutorial needed. One-screen teaches everything.
Cozy VibezWarm 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.


🎮 Phase 5: Player Validation

Step 5.1 — Player Profile

Ask:

"Who is this for?"

1) Casual — 15 min sessions, mobile/switch
2) Core — 1-2 hour sessions, PC/console
3) Hardcore — marathon sessions, deep systems
4) Spectator — fun to watch, streamer-friendly

Step 5.2 — 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 café who must steal ingredients from alien planets."

Step 5.3 — 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.


✂️ Phase 6: Scope

Step 6.1 — 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 — 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 — Commitment

Ask the user to commit to one concept. Save the output.


📄 Output Template

After completing all phases, write brainstorm-output.md:

# Brainstorm Output

## Pitch
[One-sentence hook]

## Core Loop
[Verb] → [Reward] → [Progression] → [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
→ Run `game-design-doc` to write the GDD
→ Run `setup-engine` to configure the engine
→ Run `prototype` to validate a risky mechanic

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