brainstorm — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited brainstorm (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
When this skill is invoked:
roguelike,space survival, cozy farming). If open or no argument, start from scratch.
design/gdd/game-concept.md if it exists (resume, don't restart)design/gdd/game-pillars.md if it exists (build on established pillars)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:
Write full creative analysis in conversation text first, then use AskUserQuestion to capture the decision with concise labels.
Professional studio brainstorming principles to follow:
Start by understanding the person, not the game. Ask these questions conversationally (not as a checklist):
Emotional anchors:
you lose track of time? What specifically created that feeling?
quite found?
Taste profile:
or let you express yourself?
Practical constraints (shape the sandbox before brainstorming):
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.
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:
Present all three. Ask the user to pick one, combine elements, or request new concepts. Never pressure toward a choice — let them sit with it.
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):
rewards, no progression, no story — just for the feel of it?)
timing satisfaction, tactical depth?)
5-Minute Loop (short-term goals):
Session Loop (30-120 minutes):
Progression Loop (days/weeks):
Player Motivation Analysis (based on Self-Determination Theory):
other players, or the world)?
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:
this pillar says we choose __"
pillars point the same way, they're not doing enough work
Then define 3+ anti-pillars (what this game is NOT):
be cool if..." features that don't serve the core vision
Using the Bartle taxonomy and Quantic Foundry motivation model, validate who this game is actually for:
Socializers, Competitors, Creators, Storytellers)
important as knowing who will
player type? What can we learn from their audience size?
Ground the concept in reality:
on concept needs, team expertise, and platform targets
core loop fun?"
.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.
design/gdd/game-concept.md, creating directories as needed.pre-production pipeline):
/setup-engine [engine] [version] to configure the engine and populate version-aware reference docs"/design-review design/gdd/game-concept.md to validate completeness"creative-director agent for pillar refinement"/map-systems — maps dependencies, assigns priorities, and creates the systems index"/design-system — guided, section-by-section GDD writing"/prototype [core-mechanic]"/playtest-report to validate the hypothesis"/sprint-plan new"primary player type, engine recommendation, biggest risk, and file path.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.