ワンクリックで
start
First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
| 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, question |
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.
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:
.opencode/docs/technical-preferences.md. If the Engine field contains [TO BE CONFIGURED], the engine is not set.design/gdd/game-concept.md.src/ (*.gd, *.cs, *.cpp, *.h, *.rs, *.py, *.js, *.ts).prototypes/.design/gdd/.production/sprints/ or production/milestones/.Store these findings internally to validate the user's self-assessment and tailor recommendations.
This is the first thing the user sees. Use question with these exact options so the user can click rather than type:
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.
The user needs creative exploration before anything else.
/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")./brainstorm open as the next step, but invite them to use a hint if something comes to mind/brainstorm open — discover your game concept/setup-engine — configure the engine (brainstorm will recommend one)/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)/prototype — build a throwaway prototype to validate the core mechanic/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/brainstorm [their hint] to develop it/brainstorm [hint] — develop the idea into a full concept/setup-engine — configure the engine/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)/prototype — build a throwaway prototype to validate the core mechanic/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-storyquestion to offer two paths:
Formalize it first — Run /brainstorm [concept] to structure it into a proper game concept documentJump straight in — Go to /setup-engine now and write the GDD manually afterward/brainstorm or /setup-engine — (their pick from step 2)/art-bible — define visual identity (after brainstorm if run, or after concept doc exists)/design-review — validate the concept doc/map-systems — decompose the concept into individual 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)/prototype — build a throwaway prototype to validate the core mechanic/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-storyShare what you found in Phase 1:
Sub-case D1 — Early stage (engine not configured or only a game concept exists):
/setup-engine first if engine not configured/project-stage-detect for a gap inventorySub-case D2 — GDDs, ADRs, or stories already exist:
/adopt checks this specifically."/project-stage-detect — understand what phase and what's missing entirely/adopt — audit whether existing artifacts are in the right internal formatShow the recommended path for D2:
/project-stage-detect — phase detection + existence gaps/adopt — format compliance audit + migration plan/setup-engine — if engine not configured/design-system retrofit [path] — fill missing GDD sections/architecture-decision retrofit [path] — add missing ADR sections/architecture-review — bootstrap the TR requirement registry/gate-check — validate readiness for next phaseCheck if production/review-mode.txt already exists.
If it exists: Read it and show the current mode — "Review mode is set to [current]." — then proceed to Phase 4. Do not ask again.
If it does not exist: Use question:
Full — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.Lean (recommended) — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.Solo — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.Write the choice to production/review-mode.txt immediately after the user
selects — no separate "May I write?" needed, as the write is a direct
consequence of the selection:
Full → write fullLean (recommended) → write leanSolo → write soloCreate the production/ directory if it does not exist.
After presenting the recommended path, use question to ask the user which step they'd like to take first. Never auto-run the next skill.
Yes, let's start with [recommended first step]I'd like to do something else firstWhen the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.
Verdict: COMPLETE — user oriented and handed off to next step.
src/. Did you mean to pick D (existing work)?"design/gdd/game-concept.md. Review mode: [read from production/review-mode.txt, or 'lean (default)' if missing]. Want to pick up where you left off? Try /sprint-plan or just tell me what you'd like to work on."