| name | gsp-concept-brainstorm |
| description | Use when a game idea is still vague and needs pillars, verbs, and an acceptance bar before implementation. |
Game Concept Brainstorm
Goal
Lock the game fantasy before architecture or implementation.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present concept brainstorm and requirements in conversation.
- minimal or full: write
docs/game-studio/concept-brainstorm.md and docs/game-studio/requirements.md.
Use ./shared/templates/concept-brainstorm.md.
Workflow
- Restate the player fantasy in one sentence.
- Lock the primary verb, the reward loop, and the first 30-second promise.
- Lock the game shape before coding: camera / view model, movement grammar, obstacle or encounter grammar, fail / retry rhythm, and visual anchor.
- Define 3-4 design pillars.
- Separate must-haves from experiments.
- Ask enough high-value questions to remove shape ambiguity. Good question types: subtype, references, control grammar, failure rhythm, visual anchor, and “what must beat baseline.”
- For benchmark or one-prompt builds, spend more tokens here than feels comfortable if ambiguity remains.
- Feed the result into
gsp-requirements-brainstorm, gsp-scope-profile, and gsp-ux-flow-designer.
Important
If the prompt uses an archetype word that can imply multiple valid game forms, do not silently choose one and move on.
Examples: runner, shooter, breakout.
Write the chosen interpretation explicitly so downstream skills inherit a locked shape instead of improvising.
Do not optimize for asking fewer questions. Optimize for asking the fewest questions that still fully lock the concept.