Skip to content
Agent Orchestration
Skill

/start

First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

From plugin
claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill start --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/start

Context preview

The summary Claude sees to decide when to auto-load this skill.

First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

SKILL.md

start.SKILL.md
name: start
description: "First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions."
argument-hint: "[no arguments]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, AskUserQuestion
model: sonnet

Guided Onboarding

This skill writes one file: `production/review-mode.txt` (review mode config set in Phase 3b).

This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.

---

Phase 1: Detect Project State

Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.

Check:

  • **Engine configured?** Read `.claude/docs/technical-preferences.md`. If the Engine field contains `[TO BE CONFIGURED]`, the engine is not set.
  • **Game concept exists?** Check for `design/gdd/game-concept.md`.
  • **Source code exists?** Glob for source files in `src/` (`*.gd`, `*.cs`, `*.cpp`, `*.h`, `*.rs`, `*.py`, `*.js`, `*.ts`).
  • **Prototypes exist?** Check for subdirectories in `prototypes/`.
  • **Design docs exist?** Count markdown files in `design/gdd/`.
  • **Production artifacts?** Check for files in `production/sprints/` or `production/milestones/`.

Store these findings internally to validate the user's self-assessment and tailor recommendations.

---

Phase 2: Ask Where the User Is

This is the first thing the user sees. Use `AskUserQuestion` with these exact options so the user can click rather than type:

  • **Prompt**: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
  • **Options**:
  • `A) No idea yet` — I don't have a game concept at all. I want to explore and figure out what to make.
  • `B) Vague idea` — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
  • `C) Clear concept` — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
  • `D) Existing work` — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.

Wait for the user's selection. Do not proceed until they respond.

---

Phase 3: Route Based on Answer

If A: No idea yet

The user needs creative exploration before anything else.

1. Acknowledge that starting from zero is completely fine 2. Briefly explain what `/brainstorm` does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes: `/brainstorm open` for fully open exploration, or `/brainstorm [hint]` if they have even a vague theme (e.g., "space", "cozy", "horror"). 3. Recommend running `/brainstorm open` as the next step, but invite them to use a hint if something comes to mind 4. Show the recommended path: **Concept phase:**

  • `/brainstorm open` — discover your game concept
  • `/setup-engine` — configure the engine (brainstorm will recommend one)
  • `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
  • `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
  • `/map-systems` — decompose the concept into systems
  • `/design-system` — author a GDD for each MVP system
  • `/review-all-gdds` — cross-system consistency check
  • `/gate-check` — validate readiness before architecture work

**Architecture phase:**

  • `/create-architecture` — produce the master architecture blueprint and Required ADR list
  • `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
  • `/create-control-manifest` — compile decisions into an actionable rules sheet
  • `/architecture-review` — validate architecture coverage

**Pre-Production phase:**

  • `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
  • `/vertical-slice` — production-quality end-to-end build to validate the full game loop
  • `/playtest-report (×1+)` — document each vertical slice playtest session
  • `/create-epics` — map systems to epics
  • `/create-stories` — break epics into implementable stories
  • `/sprint-plan` — plan the first sprint

**Production phase:** → pick up stories with `/dev-story`

If B: Vague idea

1. Ask them to share their vague idea — even a few words is enough 2. Validate the idea as a starting point (don't judge or redirect) 3. Recommend running `/brainstorm [their hint]` to develop it 4. Show the recommended path: **Concept phase:**

  • `/brainstorm [hint]` — develop the idea into a full concept
  • `/setup-engine` — configure the engine
  • `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
  • `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
  • `/map-systems` — decompose the concept into systems
  • `/design-system` — author a GDD for each MVP system
  • `/review-all-gdds` — cross-system consistency check
  • `/gate-check` — validate readiness before architecture work

**Architecture phase:**

  • `/create-architecture` — produce the master architecture blueprint and Required ADR list
  • `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
  • `/create-control-manifest` — compile decisions into an actionable rules sheet
  • `/architecture-review` — validate architecture coverage

**Pre-Production phase:**

  • `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
  • `/vertical-slice` — production-quality end-to-end build to validate the full game loop
  • `/playtest-report (×1+)` — document each vertical slice playtest session
  • `/create-epics
Read more
Ships withclaude-code-game-studios

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

Get the whole plugin

Other skills on claude-code-game-studios.