Guided Game Design Document writing using structured templates. Walks through each section of a GDD with system decomposition, mechanics breakdown, and narra...
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Game Dev brainstorm
Try itGame 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
| 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 — 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):
| 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 — 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:
| 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.
🎮 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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