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.
npx agentmods add skills/frabcd/codex-ai-game-studio/brainstormnpx skills add frabcd/codex-ai-game-studio --skill brainstormgit clone --depth 1 https://github.com/frabcd/codex-ai-game-studioWrote 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.
[](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/brainstorm)<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/brainstorm"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/brainstorm.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00036 | $0.04939 |
| Opus 5 | $0.00018 | $0.02469 |
| Sonnet 5 | $0.00007 | $0.00988 |
| Haiku 4.5 | $0.00004 | $0.00494 |
Grade A, and why
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.
How it starts
The opening of the file, as written. The whole thing — 362 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Port provenance: adapted from the pinned upstream source at
984023ddac0d5e27624f2baacde6105e45de375funder MIT; see the repository parity ledger for the exact path and blob.
When this skill is invoked:
-
Parse the argument for an optional genre/theme hint (e.g.,
roguelike,space survival,cozy farming). Ifopenor no argument, start from scratch. Also resolve the review mode (once, store for all gate spawns this run):- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See the installed Codex role-gate protocol for the full check pattern.
- If
-
Check for existing concept work:
- Read
design/gdd/game-concept.mdif it exists (resume, don't restart) - Read
design/gdd/game-pillars.mdif it exists (build on established pillars)
- Read
-
Run through ideation phases interactively, asking the user questions at each phase. Do NOT generate everything silently — the goal is collaborative exploration where the AI acts as a creative facilitator, not a replacement for the human's vision.
Use
the available user-input mechanismat key decision points throughout brainstorming:- Constrained taste questions (genre preferences, scope, team size)
- Concept selection ("Which 2-3 concepts resonate?") after presenting options
- Direction choices ("Develop further, explore more, or prototype?")
- Pillar ranking after concepts are refined
Write full creative analysis in conversation text first, then use
the available user-input mechanismto capture the decision with concise labels.
Professional studio brainstorming principles to follow:
- Withhold judgment — no idea is bad during exploration
- Encourage unusual ideas — outside-the-box thinking sparks better concepts
- Build on each other — "yes, and..." responses, not "but..."
- Use constraints as creative fuel — limitations often produce the best ideas
- Time-box each phase — keep momentum, don't over-deliberate early
Phase 1: Creative Discovery
Start by understanding the person, not the game. Ask these questions conversationally (not as a checklist):
Emotional anchors:
- What's a moment in a game that genuinely moved you, thrilled you, or made you lose track of time? What specifically created that feeling?
- Is there a fantasy or power trip you've always wanted in a game but never quite found?
Taste profile:
- What 3 games have you spent the most time with? What kept you coming back? (Ask this as plain text — the user must be able to type specific game names freely. Do NOT put this in an the available user-input mechanism with preset options.)
- Are there genres you love? Genres you avoid? Why?
- Do you prefer games that challenge you, relax you, tell you stories,
or let you express yourself? (Use
the available user-input mechanismfor this — constrained choice.)
Practical constraints (shape the sandbox before brainstorming).
Bundle these into a single multi-tab the available user-input mechanism with these exact tab labels:
- Tab "Experience" — "What kind of experience do you most want players to have?" (Challenge & Mastery / Story & Discovery / Expression & Creativity / Relaxation & Flow)
- Tab "Timeline" — "What's your realistic development timeline?" (Weeks / Months / 1-2 years / Multi-year)
- Tab "Dev level" — "Where are you in your dev journey?" (First game / Shipped before / Professional background)
Use exactly these tab names — do not rename or duplicate them.
Synthesize the answers into a Creative Brief — a 3-5 sentence summary of the person's emotional goals, taste profile, and constraints. Read the brief back and confirm it captures their intent.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 5d ago First seen · 362 lines · 36 tokens per session scan A 48db02babe77
brainstorm is a skill published in the GitHub repository frabcd/codex-ai-game-studio (9 stars, last pushed 4d ago), licensed MIT. It adds 36 tokens to every session and 4,939 once invoked, about $0.0002 per session on Opus 5. 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 2026-08-31.
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