gat-design
Design one system within a specific milestone's scope: write the milestone-scoped system GDD, content data, and system art doc, and update the milestone…
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
$ npx -y skills add Yuki001/game-dev-skills --skill gat-brainstorm --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gat-brainstormContext preview
The summary Claude sees to decide when to auto-load this skill.
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
name: gat-brainstorm description: "Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only." argument-hint: "[<hint> | discuss]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion
This skill explores a game concept through open-ended designer interview. Spawn `gat-designer` for design reasoning and `gat-artist` for visual direction. Pick questions from the angle table below — follow the conversation, not a script.
Check whether `gat/overview/game.md`, `gat/overview/systems-index.md`, or `gat/overview/art-direction.md` already exist. If so, note them — the interview may refine or replace existing decisions instead of starting from scratch.
`AskUserQuestion` (multiple-choice) for when you are presenting concrete solution options and need the user to pick one. Most of the interview should be dialogue, not forms.
whatever dimension is most useful next — chase what's interesting or ambiguous.
instead of asking.**
loop, proposing systems, evaluating a trade-off, or checking consistency.
palette, readability, asset groups, production standards, or conflicts between style and gameplay clarity.
When the user has a fuzzy idea — about the whole game or a single system — your job is to make it concrete through relentless, curious questioning. This is the core of the interview.
**How to drill:**
specifically makes it impactful — is it animation, sound, damage numbers, controller rumble, enemy reaction, time-to-kill? Keep asking until the abstraction bottoms out in concrete mechanics.
do? What system owns the adjacent responsibility? A system without edges is still fuzzy.
lost"), ask what the game does to create that feeling. What does the player see, hear, and do? What information is withheld? What mechanics produce the emotion?
exactly they want to keep and what they want to change. The reference is a shortcut — unpack it.
the system? What happens when they optimize it to the extreme? The answers reveal whether the system is understood or still hazy.
what choices the player makes inside the system, the system isn't clear yet.
Resolve dependencies before details.
**Signals that something is still vague and needs more drilling:**
"smooth", "deep", "cool")
If a concept hint was provided, first spawn `gat-designer` to extract what the hint already answers. Briefly summarize what's established so the user can confirm or correct before diving in. Skip if no hint.
Pick questions from any angle below. There is no fixed order — follow the thread that matters most at each moment. The table is a palette, not a checklist.
| # | Angle | Purpose | Example prompts | |---|-------|---------|-----------------| | 1 | **Genre & Style** | Establish the game's design identity and reference points | What genre(s) does this live in? What games should it feel like mechanically? Real-time or turn-based? 2D or 3D? Single-player, co-op, or competitive? | | 2 | **Visual Direction** | Establish the global art identity that will become `art-direction.md` | What should the game look like at a glance? Which art references fit or should be avoided? What palette, shape language, camera, readability, and production constraints matter? | | 3 | **Core Player Verb** | Pin down the primary action the player repeats | What does the player actually DO moment-to-moment — shoot, build, explore, talk, craft, steer, command? What makes that action satisfying? | | 4 | **Target Feeling** | Define the emotional experience | What should the player feel during play — tension, mastery, wonder, power, relaxation, social connection, fear, curiosity? When do they feel it most? | | 5 | **Fantasy & Role** | Clarify who the player is in the world | What fantasy does the game fulfill? Who is the player — hero, commander, survivor, creator, investigator, merchant? | | 6 | **Scope & Constraints** | Set boundaries early | Rough scope (jam, indie, commercial)? Platform? Timeline? Team size? Content rating? Hard constraints? Any visual production constraints like pixel ar
This is my personal agent skill repository, primarily focused on game development.
Repo: Yuki001/game-dev-skills
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