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/holymonkey/youtube-example-ai-studio/brainstormnpx skills add HolyMonkey/youtube-example-ai-studio --skill brainstormgit clone --depth 1 https://github.com/HolyMonkey/youtube-example-ai-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/holymonkey/youtube-example-ai-studio/brainstorm)<a href="https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/brainstorm"><img src="https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-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 | $0.02171 |
| Opus 5 | $0.00018 | $0.01086 |
| Sonnet 5 | $0.00007 | $0.00434 |
| Haiku 4.5 | $0.00004 | $0.00217 |
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.
This is a copy
95% identical to brainstorm — 4 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.
How it starts
The opening of the file, as written. The whole thing — 211 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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. -
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
AskUserQuestionat 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
AskUserQuestionto 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?
- 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?
Practical constraints (shape the sandbox before brainstorming):
- Solo developer or team? What skills are available?
- Timeline: weeks, months, or years?
- Any platform constraints? (PC only? Mobile? Console?)
- First game or experienced developer?
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 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 · 211 lines · 36 tokens per session scan A 7f551e0671a7
brainstorm is a skill published in the GitHub repository HolyMonkey/youtube-example-ai-studio (11 stars, last pushed 5mo ago), licensed MIT. It adds 36 tokens to every session and 2,171 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to brainstorm, differing in 4 lines, and is treated as a copy.
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