gat-brainstorm
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.
Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under gat/narrative/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story
$ npx -y skills add Yuki001/game-dev-skills --skill gat-story --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gat-storyContext preview
The summary Claude sees to decide when to auto-load this skill.
Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under gat/narrative/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story
name: gat-story description: "Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under gat/narrative/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story content for a GAT game." argument-hint: "[<hint> | discuss]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion
This skill explores and documents a game's narrative through open-ended writer interview. Spawn `gat-writer` for narrative reasoning. Spawn `gat-designer` or `gat-artist` only when story choices need design-system or visual-direction checks. Pick questions from the angle table below — follow the conversation, not a script.
Check whether these files exist:
If foundational overview docs exist, read them before asking questions that they already answer. If they are missing, proceed only with high-level narrative brainstorming and note that final narrative docs may need revision after `/gat-brainstorm` establishes the game overview and systems.
`AskUserQuestion` for concrete options where the user needs to choose.
whatever dimension is most useful next.
character arcs, world logic, quest structure, dialogue voice, or consistency checks.
ownership, progression, player agency, or content volume.
character/world art hooks, readability, motifs, or asset groups.
When the user has a fuzzy story idea, make it playable and specific through curious questioning.
**How to drill:**
character choice, or player action creates that feeling.
quest, item text, environment, UI, systemic event, or cutscene.
pressure the player, and whether they change.
tone, world texture, relationship dynamic, mystery shape, or dialogue style.
whether consequences are cosmetic, systemic, or story-changing.
resources, locations, or mechanics.
player role, stakes, or content scope first.
**Signals that something is still vague and needs more drilling:**
("dark", "emotional", "epic", "mysterious", "cozy")
If a concept hint was provided, first spawn `gat-writer` 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 | **Narrative Need** | Decide whether the game needs light flavor, authored story, or deep narrative systems | How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? | | 2 | **Player Role** | Anchor story to the player's fantasy and verbs | Who is the player in the world? What do they do that matters narratively? | | 3 | **Premise & Conflict** | Define the situation and pressure | What is wrong with the world when play begins? Who or what opposes the player? | | 4 | **Stakes** | Make outcomes meaningful | What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? | | 5 | **Theme** | Clarify what the story is about beneath plot | What question does the story keep asking? What value is being tested? | | 6 | **Tone** | Set the audience contract | Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? | | 7 | **Structure** | Shape story progression | Is the story linear, episodic, hub-based, branching, cyclical, or emergent? | | 8 | **World Rules** | Build coherent setting constraints | What facts about the world must always be true? What can never happen here? | | 9 | **Factions & Power** | Create social pressure and conflict | Who holds power? Who wants change? What resources are
This is my personal agent skill repository, primarily focused on game development.
Repo: Yuki001/game-dev-skills
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.
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