| name | aigd-concept |
| description | AIGD Phase 1 · brainstorming & top-level design. Use this when you want to set the concept for a new game, fix the core loop / platform / target users, or split the game into a system list + dependency graph and start the project spine. Produces / revises the project charter + manifest (system list). Part of the aigd package; methodology in ../aigd/references/. |
AIGD · concept (brainstorming + top-level design) [minimal skeleton]
Package contract: install the whole aigd package (the orchestrator aigd/+references/ and the 6 sub-skills (including aigd-ui-capture) placed at the same level in this environment's skills directory, following the host agent, e.g. Claude Code's .claude/skills/), don't copy this skill alone — the body's ../aigd/references/ depends on aigd/ at the same level, copying it alone breaks the link.
Positioning
Phase 1. Diverge in discussion → converge into "what to make + which systems it's made of". Low-frequency but repeatedly revisable (deeper discussion will circle back to change the concept / platform / system list) — it writes the live spine, not a one-shot artifact.
Read / produce / write back
- Read: existing spine (if any);
../aigd/references/methodology.md (the naming / numbering / spec parts).
- Produce / write back (fill per template, see
../aigd/references/templates/):
project-charter.md (per project-charter.tpl.md): concept / core loop / pillars / platform / target users / project-specific conventions (naming / units / quality system…).
manifest.md (per manifest.tpl.md): system list + dependency graph + number-range pre-allocation + cross-layer index placeholders (Status = Draft).
Recipe
- Interview: core experience / core loop / design pillars / monetization / art direction; cut the weak directions.
- Split into systems: per the "system-splitting rules" below, fix boundaries → list the systems, draw the dependency graph (edge set), fix the build order; cycle detection → common types are registered first in the project layer (global spec) to break cycles (made concrete as
proto/common.proto later at handoff). Also flag "emergent combinations" (those that only make sense when several systems are combined, e.g. combat = movement + skills + damage + AI) — register them as "combination points", leaving them for sync to do up-front integration design rather than patching them in afterward.
- Per template, write
project-charter.md + manifest.md (one row per system, Status = Draft) + stand up the global-spec skeleton (enum / naming / unit placeholders).
System-splitting rules (the ruler for "one system" in the manifest)
Must meet ≥2 of the following to stand alone as a system, otherwise merge into the parent:
- Has its own config table (not just consuming someone else's table);
- Has an independent rule boundary (can be explained apart from other systems);
- Can be playtested independently (if the game still runs with it turned off, it's an optional module, not a system);
- Has an independent state machine / lifecycle.
Meets all of them → consider splitting further into subsystems (
system/subsystem two levels).
Counter-examples: "damage formula" is a rule of combat, not a system; "red-dot notification" is a cross-system mechanic, belongs in the global spec.
Admission / exit
- Admission: none (starting from scratch), or an existing old spine (then it's a revision).
- Exit:
project-charter.md + manifest.md (system list + dependency graph + number-range pre-allocation) complete → only then proceed to aigd-system.
Boundary
Produces only the spine and top-level design, doesn't get into single-system detail (that's aigd-system).