concept-brainstorm

concept-brainstorm is a skill for Claude Code, Codex from striderZA/OpenCodeGameStudios. It costs 38 tokens per session (4,483 once invoked), scanned A, a copy of brainstorm, MIT.

A guided brainstorming tool that helps turn an initial game idea, genre, or theme into a structured game concept document.

In plain words
What is it for?
Use it to explore game ideas, choose a concept, define its direction, and record the result for later design work.
Why use it?
It gives an empty or rough idea a clear direction before detailed design and implementation begin.

Skill for Claude CodeCodex

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 skills/striderza/opencodegamestudios/concept-brainstorm
Any agent
npx skills add striderZA/OpenCodeGameStudios --skill concept-brainstorm
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Claude Code, Codex.

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 concept-brainstorm

README.md
[![agentmods](https://agentmods.dev/badge/skills/striderza/opencodegamestudios/concept-brainstorm.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/concept-brainstorm)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/concept-brainstorm"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/concept-brainstorm.svg" alt="Measured on agentmods" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,483 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 84% 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 $0.00038 $0.04483
Opus 5 $0.00019 $0.02242
Sonnet 5 $0.00008 $0.00897
Haiku 4.5 $0.00004 $0.00448

Measured yesterday against content hash b74ffacdd9f3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

concept-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 yesterday.

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

84% identical to brainstorm — 77 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.

.agents/modules/core/skills/concept-brainstorm/SKILL.md · 351 lines

How it starts

The opening of the file, as written. The whole thing — 351 lines — stays where its author put it; the contents beside it link to each section on GitHub.

When this skill is invoked:

  1. Parse the argument for an optional genre/theme hint (e.g., roguelike, space survival, cozy farming). If open or no argument, start from scratch. Also resolve the review mode (once, store for all gate spawns this run):

    1. If --review [full|lean|solo] was passed → use that
    2. Else read production/review-mode.txt → use that value
    3. Else → default to lean

    See docs/framework/director-gates.md for the full check pattern.

  2. Check for existing concept work:

    • Read design/gdd/game-concept.md if it exists (resume, don't restart)
    • Read design/gdd/game-pillars.md if it exists (build on established pillars)
  3. 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 question at 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 question to 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 question 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 question for this — constrained choice.)

Practical constraints (shape the sandbox before brainstorming). Bundle these into a single multi-tab question 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.


Read the full file on GitHub · 351 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. yesterday First seen · 351 lines · 38 tokens per session scan A b74ffacdd9f3

Subscribe to this mod's changes

concept-brainstorm is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 38 tokens to every session and 4,483 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 84% identical to brainstorm, differing in 77 lines, and is treated as a copy.