uw-cmd-brainstorm

uw-cmd-brainstorm is a command for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 0 tokens per session (540 once invoked), scanned A, a copy of uw-cmd-brainstorm, MIT.

A guided workflow for turning a rough game idea into sections of a game design document. It helps define the game's vision, core player actions, rewards, and behavior scenarios.

In plain words
What is it for?
Use it to develop a game pitch, define the core gameplay loop, and outline mechanics for design and implementation.
Why use it?
It gives an unstructured idea a clear shape and exposes missing decisions early. It also turns gameplay concepts into Given/When/Then scenarios, a simple format for describing expected behavior.

Command for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

Good fit Use it to develop a game pitch, define the core gameplay loop, and outline mechanics for design and implementation.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm
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.

Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for uw-cmd-brainstorm

README.md
[![agentmods](https://agentmods.dev/badge/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm/github.svg)](https://agentmods.dev/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm)
Your own site
<a href="https://agentmods.dev/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm"><img src="https://agentmods.dev/badge/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for uw-cmd-brainstorm

Your own site · 80×15
<a href="https://agentmods.dev/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm"><img src="https://agentmods.dev/badge/commands/idocohen560/claude-unity-game-studio/uw-cmd-brainstorm.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
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. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $0.00000 $0.00540
Opus 5 $0.00000 $0.00270
Sonnet 5 $0.00000 $0.00108
Haiku 4.5 $0.00000 $0.00054

Measured 5d ago against content hash 9793567767fb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 5d 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.

Origin

This is a copy

100% identical to uw-cmd-brainstorm — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

unity-ai-workflow/.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. 5d 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 IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo 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. It is 100% identical to uw-cmd-brainstorm, differing in 0 lines, and is treated as a copy.