uw-cmd-brainstorm

A guided workflow that turns a rough game idea into sections of a game design document. It covers the vision, repeated player actions, and Gherkin scenarios—plain-language test cases written as Given, When, and Then.

In plain words
What is it for?
Developing a game pitch, defining its core loop, and describing mechanics as testable scenarios.
Why use it?
It gives an unfinished idea a structure that can be discussed and refined.

Command for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add commands/devdavv/unity-ai-workflow/uw-cmd-brainstorm
Clone the repo
git clone --depth 1 https://github.com/devdavv/unity-ai-workflow

Made for: Claude Code.

Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 540 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.00540
Opus 5 $0.00000 $0.00270
Sonnet 5 $0.00000 $0.00108
Haiku 4.5 $0.00000 $0.00054

Measured 2d ago against content hash 9793567767fb, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

uw-cmd-brainstorm scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/commands/uw-cmd-brainstorm.md · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/uw-cmd-brainstorm — Ideation Workflow

Transform a rough game idea into structured design document sections.

Steps

1. Understand the Vision

Present this to the user before they answer:

Structure your answer using TCREI for the best results:

  • T — Task: What exactly do you want this game to do?
  • C — Context: Genre, platform, target audience, mood, tone.
  • R — References: 2-3 games that inspire this. What specifically do you like about each?
  • E — Evaluate: After my first response, tell me what's right, wrong, or missing.
  • I — Iterate: We'll refine from there.

Then ask:

  • What is the one-sentence pitch for this game?
  • What is the core fantasy — what does the player feel?
  • Name 3 reference games that capture elements of what you want.
  • What platform(s) are you targeting?

2. Define the Core Loop

Build the fundamental loop together:

Input -> Action -> Feedback -> Reward -> Loop

Ask: "What does the player do most often? What makes that action satisfying?"

3. Write Gherkin Scenarios

Convert each mechanic into Given/When/Then:

Scenario: Player jumps
  Given the player is grounded
  When the player presses the jump button
  Then the player moves upward with force 10
  And a dust VFX plays at the player's feet
  And a jump SFX plays

4. Populate GDD Sections

Fill in GDD template sections: Core Loop Definition, Mechanics (Gherkin), Entity & Balance Data tables, Input Mapping.

When suggesting mechanics, visual styles, or feel patterns — always cite the reference game or source. Example: "A cascade system like Candy Crush's, where chains trigger a scored multiplier." This helps the user search for videos/screenshots to visualize.

5. Initial GFD Pass

For each mechanic, ask: "What should the player feel?" and start the Feedback Matrix (VFX, SFX, Camera, Haptics).

When art, audio, or font assets are needed, reference docs/ASSET_RESOURCES.md for curated sources.

Read the full file on GitHub · 57 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 57 lines · 0 tokens per session scan A 9793567767fb

Subscribe to this mod's changes

uw-cmd-brainstorm is a command published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 540 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.