brainstorm

brainstorm is a skill for Claude Code, OpenCode from TraftG/opencode-game-studio. It costs 36 tokens per session (2,174 once invoked), scanned A, original, MIT.

A guided process for developing a game concept from an initial idea into a structured concept document. It uses interactive questions and studio-style methods to explore genres, themes, scope, player goals, and design pillars.

In plain words
What is it for?
Use it to explore game ideas, compare possible directions, refine a selected concept, rank design pillars, and create or continue a game concept document.
Why use it?
It gives an empty or unfinished idea a clear direction while keeping important creative choices with the user. It can also continue from existing concept documents.

Skill for Claude CodeOpenCode

Written for Claude Code and OpenCode: allowed-tools in frontmatter, but also installed under .opencode/. Also seen: names the AskUserQuestion tool; mentions OpenCode.

Good fit Use it to explore game ideas, compare possible directions, refine a selected concept, rank design pillars, and create or continue a game concept document.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/traftg/opencode-game-studio/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.

Any agent
npx skills add TraftG/opencode-game-studio --skill brainstorm
Clone the repo
git clone --depth 1 https://github.com/TraftG/opencode-game-studio

Made for: Claude Code, OpenCode.

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 brainstorm

README.md
[![agentmods](https://agentmods.dev/badge/skills/traftg/opencode-game-studio/brainstorm/github.svg)](https://agentmods.dev/skills/traftg/opencode-game-studio/brainstorm)
Your own site
<a href="https://agentmods.dev/skills/traftg/opencode-game-studio/brainstorm"><img src="https://agentmods.dev/badge/skills/traftg/opencode-game-studio/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 brainstorm

Your own site · 80×15
<a href="https://agentmods.dev/skills/traftg/opencode-game-studio/brainstorm"><img src="https://agentmods.dev/badge/skills/traftg/opencode-game-studio/brainstorm.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,174 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 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 5.1 $0.00036 $0.02174
Opus 5.5 $0.00014 $0.00870
Sonnet 5.5 $0.00007 $0.00435
Haiku 4.5 $0.00004 $0.00217

Measured 1mo ago against content hash ce2ce575d8de, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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

Copies of this mod

2 near-identical copies found in the catalogue:

.opencode/skills/brainstorm/SKILL.md · 211 lines

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:

  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.

  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 AskUserQuestion 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 AskUserQuestion 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?
  • 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.


Read the full file on GitHub · 211 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. 1mo ago First seen · 211 lines · 36 tokens per session scan A ce2ce575d8de

Subscribe to this mod's changes

brainstorm is a skill published in the GitHub repository TraftG/opencode-game-studio (45 stars, last pushed 6mo ago), licensed MIT. It adds 36 tokens to every session and 2,174 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.

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