poorvith-mp/skills-gamedev/game-ideation
Claude Code and agent skill by poorvith-mp/skills-gamedev
- community
Checking that the SKILL.md file is still in the repository.
Generate and pressure-test concepts: core loop, hook, fantasy, and the paper prototype that proves it. Use when brainstorming game concepts, core loops, or elevator pitches.
Install
npx vskill@latest install poorvith-mp/skills-gamedev/game-ideationSKILL.md
game-ideation
Core Philosophy
Game concepts are cheap; captivating gameplay loops are rare and difficult. A game idea is not a 200-page fantasy lore bible or a list of disjointed cool features. A real game concept is an operational hypothesis about player psychology, mechanical friction, and emotional agency. Great game ideation engineers an unforgettable Core Loop, clarifies the central fantasy fulfillment, articulates an undeniable hook, and tests core mechanics immediately using disposable tabletop or greybox prototypes.
4-Step Game Ideation & Prototyping Framework
Step 1: The Core Gameplay Loop (The 30-Second Micro Loop)
- The Recursive Loop Anatomy:
- Every great game is built on a tight, repeatable 30-second loop:
$$text{Action (Friction)} o text{Feedback (Sensory Juice)} o text{Reward (Dopamine)} o text{Reinvestment / Mastery}$$
- Example (Hades): Dash-strike enemy (Action) $ o$ Screen shake + blood crunch sound (Feedback) $ o$ Darkness / Boon drop (Reward) $ o$ Upgrade passive abilities (Reinvestment).
- The Macro Loop:
- How does the 30-second micro-loop feed the 20-minute session loop and the 40-hour metagame progression?
Step 2: Fantasy Fulfillment & The "Why You Play" Hook
- The Core Emotional Fantasy:
- What visceral role does the player inhabit? (e.g. "An exhausted spaceship salvage contractor dismantling nuclear reactors under zero gravity").
- The "X Meets Y with a Twist" Elevator Hook:
- Formulate the unique commercial wedge:
- "Subnautica meets Papers, Please: You are a border control officer inspecting alien biology on an underwater research colony."
- If the hook cannot be visualized in 1 sentence, the market cannot understand it.
Step 3: The 3 Pillars of Mechanical Design
- Define the 3 Inviolable Pillars:
- Pillars are design constraints that resolve all future gameplay arguments:
- Pillar 1: Every resource is physical and heavy.
- Pillar 2: Sound is lethal; stealth requires silence.
- Pillar 3: Zero procedural generation; hand-crafted atmospheric environmental storytelling.
Step 4: Disposable Paper & Greybox Prototyping
- The 24-Hour Paper Prototype:
- Before touching Unity or Unreal, simulate the core mechanics using paper cards, dice, index cards, and a stopwatch.
- If the core loop is not engaging and tense as a physical tabletop game, adding 3D graphics and shaders will not fix it.
- The Greybox Prototype:
- Build a 3-day digital prototype using raw untextured cubes and basic collision geometry. Test exclusively: Does moving, jumping, and shooting feel inherently satisfying in a vacuum?
Deliverable Format: 1-Page Game Concept Document (GAME-CONCEPT.md)
graph TD A[Scan Derelict Reactor Core] -->|Identify Vulnerability| B[Cut High-Pressure Fuel Lines] B -->|Physics Crunch & Heat Vent| C[Extract Enriched Plasma Fuel] C -->|Sell Plasma at Orbital Station| D[Upgrade Laser Cutters & Coolant Packs] D --> A
Worked Example: Refining a Bloated RPG Concept
- Original Pitch: A 100-hour fantasy open-world RPG with 20 classes, base-building, naval combat, and political intrigue.
- Paring Down: Stripped all fluff; focused on the single most engaging mechanic: "A merchant managing a potion shop in a monster-besieged fortress."
- Outcome: Concept became a hyper-focused, successful indie hit with a clear 30-second loop and distinct market identity.
Verification Checklist
- [ ] Core 30-second gameplay loop is diagrammed (Action -> Feedback -> Reward -> Reinvestment).
- [ ] Elevator hook explains the unique commercial premise in one sentence.
- [ ] 3 inviolable design pillars are established to guide future scope decisions.
- [ ] Paper or tabletop simulation confirms mechanics are fun before code is written.
- [ ] Concept defines clear player fantasy and emotional fulfillment.
Anti-Patterns
- The Worldbuilder's Trap: Writing 40 pages of fictional history and mythology before deciding how the player interacts with a door.
- Feature Creep by Default: Adding crafting, fishing, and base-building to a tactical shooter simply because other games have them.
- Ignoring the Core Loop: Building environments and assets for months without having a playable, fun 30-second mechanic prototype.
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/game-ideation/SKILL.md
Popularity
- 7-day trend score
- 5
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Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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