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First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
| 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, AskUserQuestion |
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:
.claude/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. You will use them to validate the user's self-assessment and to tailor follow-up recommendations.
This is the first thing the user sees. Present these 4 options clearly:
Welcome to Claude Code Game Studios!
Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?
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 answer. Do not proceed until they respond.
The user needs creative exploration before anything else. Engine choice, technical setup — all of that comes later.
/brainstorm does (guided ideation using professional
frameworks — MDA, player psychology, verb-first design)/brainstorm open as the next step/brainstorm — discover your game concept/setup-engine — configure the engine (brainstorm will recommend one)/design-systems — decompose the concept into systems and plan GDD writing order/prototype — test the core mechanic/sprint-plan — plan the first sprintThe user has a seed but needs help growing it into a concept.
/brainstorm [their hint] to develop it/brainstorm [hint] — develop the idea into a full concept/setup-engine — configure the engine/design-systems — decompose the concept into systems and plan GDD writing order/prototype — test the core mechanic/sprint-plan — plan the first sprintThe user knows what they want to make but hasn't documented it.
/brainstorm to structure the concept into a
proper game concept document with pillars, MDA analysis, and scope tiers/setup-engine and write the GDD manually afterward/brainstorm or /setup-engine (their pick)/design-review — validate the concept doc/design-systems — decompose the concept into individual systems with dependencies and priorities/architecture-decision — make first technical decisions/sprint-plan — plan the first sprintThe user has artifacts already. Figure out what exists and what's missing.
/project-stage-detect for a full analysis/setup-engine should come first/project-stage-detect — full gap analysis/setup-engine — if not configured/gate-check — validate readiness for next phase/sprint-plan — organize the workAfter presenting the recommended path, ask the user which step they'd like to take first. Never auto-run the next skill.
"Would you like to start with [recommended first step], or would you prefer to do something else first?"
When the user chooses their next step, let them invoke the skill themselves
or offer to run it for them. Either way, the /start skill's job is done
once the user has a clear next action.
src/. Did you mean to pick D (existing work)? Or
would you like to start fresh with a new concept?"design/gdd/game-concept.md. Want to pick up where
you left off? Try /sprint-plan or just tell me what you'd like to work on."This skill follows the collaborative design principle:
Define the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.
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.
Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。
Game industry competitive analysis framework for product managers. Provides structured methodologies for analyzing competing games, studios, and market positioning. Use when: (1) mapping the competitive landscape for a game genre or product, (2) building feature comparison matrices across competing titles, (3) analyzing positioning, monetization, or UA strategy differences, (4) conducting win/loss analysis on player acquisition and churn, (5) identifying market trends, genre shifts, and platform changes, (6) creating competitive intelligence briefs with web research. Triggers: "competitive analysis", "competitor research", "竞品分析", "竞争对手", "竞品调研", "市场分析", "competitor comparison", "market positioning", "feature matrix", "win loss analysis", "genre analysis", "品类分析", "竞品报告", "市场调研", "对标分析"
Define the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.
Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).